Beginner Spells (T0)
Raw magic cannot be utilised for freeform at T0, unlike the other elements.
Duster - The caster surrounds their palm in a subtle, purple glow with their mana. By waving it in a dusty area, they can easily clear the air, preventing sickness and coughing, and generally clearing the room.
Thud - This is typically utilised as a distraction. The caster can concentrate their mana into one corner–creating a subtle “thud” noise due to the ricochet to catch the attention of a foe. Most strategic in quiet rooms.
Glow - The caster surrounds both of their hands in their mana to create a subtle glow. It is equivalent to a small flashlight. The caster can then attach it to a small surface to project light from another source; however, this effect is only temporary. The colour is up to the caster.
Mages’ Lettering - Often utilised in spellbooks, the spellcaster can add a glowing, purple hue to their writing. Notably, this will cause the ink to become permanent, even after smudging. Magic water can cause the ink to become erasable, losing its purple hue. A precise hand is suggested. This cannot be used for tattoos or any other skin-related procedures.
Pigment - Spellcasters of this tier have been known to utilise this spell as a form of demonstrating notoriety. Some even use this as a “banner” for their guilds. The spellcaster can change the colour of a spell’s output, for up to 20 people maximum (including themselves). For example, a Firecasting Guild may distinguish itself through their dark red flames. This is primarily a passive spell, but it will take concentration nonetheless.
After casting, this will last up to an hour OOCly, before returning to the element’s natural colour.
Novice Spells (T1)
Perceive Magic - Once cast, a spellcaster's eyes glow a faint purple colour, allowing them to see an innate glow around magical objects or spells for the next one (1) turn. Each element has its colour that it glows.
Mage Hand - A caster fixates on an object in their view (50 pounds maximum). On cast, they can manipulate that object in any direction they want. This lasts until the user loses sight of the object completely or loses concentration on the object.
Magic Missile - 2 Magical darts are summoned around the caster. Pointing to the target, each missile shoots out to the target one by one while trying to avoid obstacles in its way. When it hits the target, the dart will act the same as a conventional one, but only piercing through gambeson, before disappearing and making the enemy bleed out. It can't hit joints as it's not accurate enough. (30 ft)
Arcane Arrow - The caster conjures a single magical projectile. Unlike magic missile, it has no added guidance or attempts to avoid obstacles; it flies straight for its target. Thanks to this, its accuracy is higher and can hit joints, being similar to a normal arrow, but less powerful, only piercing through gambeson. (50 ft)
Hidden Tome - The caster imbues a surface with a small bit of mana, inscribing text onto it that is undetectable except through magical means, and unreadable unless a source of mana is brought close to it. At this point, it begins to glow. The inscription acts similarly to ink in that it can be removed from surfaces like stone or wood, but it cannot be removed from parchment- the paper must be burned.
Slow fall - By aiming a catalyst at their legs, the spellcaster can prevent certain death from a fall from 50 feet, slowing their fall and swaying them back and forth. Upon landing, however, they will still have minor scrapes and bruises.
Intermediate Spells (T2)
Mana Ward - While focusing in front of them, a spellcaster can create an orb around them by extending their arms/catalyst forward and then to their sides, protecting them only from a current or lesser-tier spell, negating the effect of it to a certain extent. Spells that move or recoil the spellcaster defend them from the initial magic, but inertia from the original attack still follows through.
Example: A spellcaster casts Mana Ward to block the explosion from a fireball; however, they get thrown back due to the explosive force while not sustaining any damage from the fire.
Mana Shield - Intended to be cast against the spells of opposing spellcasters and soldiers alike. The spellcaster is capable of taking the shape of conventional shields and can block three T2 spells or three weapon attacks. Intended to be a far more rigid, yet defensive tool. Capable of only being cast 2 ft away from the spellcaster with similar durability to that of steel. Incapable of being used in sync with Mana Ward.
Example: Spellcaster spots another spellcaster about to fire off a fireball, shield is cast outwards from where the Catalyst is pointed– shield takes the impact, though, is easily bypassed by more nimble / movement-based spells or destructive capabilities.
Magician’s Blade - When disarmed, a spellcaster is capable of channelling mana into their palms with a direct clap of the hands. Dragging both hands opposite from one another, much like drawing a blade from a scabbard, the spellcaster is capable of “constructing” a replica of their disarmed catalyst. Preferred among Spellblades.
(Retains the same durability as steel, lasts 5 turns, and is capable of being cast through.)
Meditation - The spellcaster can enter a state of uninterrupted meditation. A purple-hued bubble is formed over them. Often utilised by teachers at the Arcanum, those who practice this will enter a trance-like state, imagining themselves reacting to particular magical scenarios (up to the roleplayer). Whether negative or positive, the spellcaster aims to build mental fortitude for the next tier. Anyone who enters this spell cannot move physically, and will instead be sat in a “trance” for up to three(3) turns, where the bubble will finally pop on its own. Attacks from outsiders will ricochet off of this bubble, but it can be punctured by spells from an equivalent or higher-level spellcaster. Notably, they can leave this meditation earlier.
You cannot enter this trance while being attacked or during combative circumstances.
Note - A spellcaster can imbue a small item with mana and proceed to speak a message into it. One can know if an item is imbued if a transparent, purple shimmer surrounds it passively when inspected closely. When anyone taps this item and uses a codeword (e.g., “abracadabra”), the note will be spoken aloud. This spell is permanent, but it will be at risk should the item suffer physical damage. For example, if a necklace is imbued with Note and it’s dropped and cracked, the voice will have a “warbling” effect when toggled. If the item is entirely shattered and destroyed, it will simply erase the spell altogether. The original caster can dispel the original message if they get their hands on the item once again.
Bound Weapon - The caster must use this spell ahead of time on a single weapon to designate it as their bonded weapon. Afterwards, they may then use this spell to call back to their hand should they find themselves disarmed in combat. It only has an effective range of 25 feet.
Expert Spells (T3)
Mana Contract - Used for business deals or simple promises, spellcasters can create “mana contracts” with each other. As implied, the scroll is made out of mana and can be rolled up/stored like any paper scroll. The terms and conditions are audibly spoken into it by the caster creating it. The individual signing it will utilise their element to write their signature, holding their fingertip or a catalyst outward. For example, a Firecaster may shoot thin, harmless lines of flame out.
The terms and conditions cannot be hidden, nor lied about–due to the detrimental consequences that result from breaking them. Breaking a Mana Contract is seen as a crime within the Spellcasting community–and will create a visible, cosmetic mark on an individual. A purple ringlet will appear across the abuser’s arm, and touching these tattoo-like marks will make a brief, burning sensation. Spellcasters with several ringlets are viewed as untrustworthy. No amount of healing or cutting will remove them. If the original Contractee wants, they can remove the Ringlet from the offender as they see fit.
Mana Tattoo - A passive spell, purely utilised for cosmetic purposes and most commonly seen within mercenaries and adventurers. The caster can imbue their scars, or tattoos, with a purple hue–causing it to have a dim, purple shimmer as opposed to its natural colour. This spell will not provide any useful light, nonetheless.
Magical High - The caster can concentrate their mana, and “zap” themselves, or one other Willing individual awake with it, essentially creating the same effect as caffeine.
Those who utilise this spell during combative scenarios will experience a heavy crash after 10 turns. It is most often utilized during last-resort scenarios, and many report feeling a “magical high” while experiencing this spell. After the crash, the spellcaster will be unable to cast and feel heavily sluggish until they properly rest.
Telepathy - Telepathy can only be utilised by two agreeing parties (OOC or IC). Two spellcasters, only of expert or higher level, can utilize telepathy to communicate with each other. This spell is far too tricky to utilize during combative scenarios. The range of this spell is 100 ft maximum between the two parties.
Slowing field - In a circular area around the target, projectiles and magical attacks are slowed down for 2 turns. Projectiles lose their velocity while slowed, and targets can still talk, albeit sounding slurred within. Opponents inside the field can roll against the original attack to see if they are affected by the field; if so, they slow down to a crawl, taking a turn (1) to reach their destination while everything around them continues unaffected. Projectiles that go the other end either fall to the ground or have their velocity significantly reduced enough to do very minimal damage.
Master Spells (T4)
Mana Scatter - Once cast, the caster’s mana illuminates the immediate radius (20x20 ft). After the illumination is cast, those within the radius (besides the caster) will feel sluggish and will be dropped down a tier for 5 turns.
Aether Blare - The caster bundles up mana and compresses it into the ground to create a loud blare within the chosen area (20x20). This blare will cause those within the vicinity to lose hearing for 3 turns, and races with sensitive hearing (such as Elves) will bleed from the ears.
When the attack is first sent out, those in the vicinity will also feel the ground “warble” below them.
Crystalline Shard - Focusing their mana in front of them, a caster can form a Crystal object infused with the amount of mana they chose to focus into it. The longer the focus, the larger the crystal. Immediately, when the spellcaster decides to stop focusing on the crystal, they send it towards an opponent to shatter. When broken, it will burst open, sending “shards” of mana outward and slicing open the flesh of those in front of it. The radius of the explosion at maximum is 25 ft.
Synchronisation - Mostly seen by spellcasters who utilise martial arts movements in tandem with their Spellcasting–it is the highest demonstration of skill for such practices. Mana rotates around the user’s hands and feet, creating extra impact for any attack with this spell, whether it be a kick or punch. For example, a simple punch in the stomach can send a plate-wearing/heavier-set foe onto his back, and a lighter individual flying backwards. After being cast, it will last for 3 turns.
Compression - Space around the target location gets warped, pulling the environment around the 10x10 spot to the ground. Targeted beings inside this space feel as if they are being ripped apart from below. This stuns but also causes lasting pain all over one's body once the target leaves or the effect ends. The scene from an outside perspective is unnatural and disturbing to those who see it for the first time. Due to this, a lot like “Lightning Strike”, the spell is outlawed.
Archon Spells (T5)
Final Bow - Researchers look at this spell with dread, having been used in some of the most disastrous events in Tykonia’s history. A master inhales all of their mana, and on exhalation, creates an extreme explosion–killing themselves in the process. (35x35 ft). Those within 5ft of the spellcaster will risk PTK/RTC.
Lightning Strike - A slow and arduous spell, the caster first forms thunder clouds in the skies, then calls down lightning to their palm.
A coin flip will be needed to decide whether or not the spell is cast successfully, or D20 10- fail, 10+ successful.
If successful, the caster can blast lightning, chaining it across 3 people within a 50-foot range. This action stuns and locks their muscles for 3 turns, inflicting horrendous 3rd-degree burns. If it fails, the caster will go under shock and be unable to move for 3 turns and suffer intense 3rd-degree burns.
The sheer raw power and lethality of electricity magic made it outlawed in nearly every kingdom. Due to this, most Electric casters were hunted down to the point of extinction. Few electric casters exist, and even fewer are willing to teach it, making this the only spell that’s known to the spellcaster populace.