As mentioned before, magic is generally divided into four categories (or families): The ARCANA FAMILY, the DIVINE FAMILY, and the SOUL FAMILY. There is also the category of FAMILY-LESS spells, which are unique in their own right and are incapable of being placed anywhere else. As for the types of magic, there are 24 easily definable and distinct types of magic, which are as follows: EARTH, MAGNESIS, MAGMA, FIRE, DETONATION, WATER, VISCERAL, FROST, NATURE, PLAGUE, LIGHTNING, UMBRA, RADIANCE, AIR, DEMONIC, WAR, HOLY, COSMIC, SOUL, OBSCURE, PHYSICAL, TIME, SUPPRESSION, and SPELLS OF NO ELEMENT.
As for the spells themselves, they are classified as follows:
#1. Spell Name: Description of Spell.
Tier: The tier of the spell, from 1-12. Tier 1 could be like lifting a pebble, while tier 12 could be lifting a mountain. There's also tier Null / Unbound spells, which are different than all the rest.
Classification: The classification of the spell, based on the 8 classifications on the page before this one.
Maximize-able: Whether or not the spell can be amplified by the tier null / unbound spell of no element "Maximize Magic".
Casts Per Event: The amount of times you can cast a spell per event. Typically this is the inverse of the tiers, meaning tier 1 spells get 12 casts per event, while tier 12 spells only get 1 cast per event.
Requires Concentration: Determines if you require concentration to cast a spell. At the least, this means that you must stand still when casting the spell, and cannot move when doing so. Some other spells, such as Resurrect Ally, require more than just this, but if any spell requires more than just "stand in place to cast", it'll say so in the spell description.
Below is listed an extended overview that explains the four spell families and the 24 types of magic and how exactly they work. Additionally, located at the bottom of this page will be links to the pages containing the spells that you may use and learn in our setting.
An image picturing raw, unrelenting mana. Both the photographer and the location this picture was taken in are unknown.
THE ARCANA FAMILY
This family is by far the most simple and easy to recognize. Spells in this family manipulate pre-existing elements in Cynderin. Examples include a burst of fire, moving water, creating rock shrapnel, and a variety of what would be considered core elements. Spells in this family are cast by using mana, the force that drives and powers magic. Mana typically is derived from the caster's own mana pool if they have one, which is capable of recharging, but can also be derived from Mana Crystals, Mana Potions, etc. Environmental mana does exist, but it is too weak to use for magic casting. Mana used to cast certain magic types also embodies that magic type; for example, fire mana is what your mana becomes to cast fire spells, nature mana is what your mana becomes to cast nature spells, etc. 14 of the 24 magic types belong to this family, and are as follows:
#1. EARTH Magic
EARTH Magic is magic that manipulates the very earth you walk on. This can extend to dirt, gravel, sand, etc. Some sub-categories of Earth magic include: MAGNESIS, MAGMA
MAGNESIS magic involves the manipulation of all types of metals, alloys, etc.
MAGMA magic involves the manipulation of molten hot rock and lava.
#2. FIRE Magic
FIRE Magic is magic that manipulates the element of fire. With this, you can channel fire, casting incinerating streams of fire, summoning fire tornadoes, etc. Fire can also be imbued with different elements. Some sub-categories of Fire magic include: DETONATION
DETONATION magic involves explosions and the destructive properties of them.
#3. WATER Magic
WATER Magic is magic that manipulates water, allowing you to create and bend water to your will.
#4. VISCERAL Magic
VISCERAL Magic involves the manipulation of flesh, bone, and blood, whether that be in a living organism or a dead one!
#5. FROST Magic
FROST Magic is magic that involves the removal of heat, power of ice, and power of the cold.
#6. NATURE Magic
NATURE Magic is magic that controls plants, letting you be able to grow and create plants, control existing ones, or generally affect wildlife. Some sub-categories of Water magic include: PLAGUE
PLAGUE Magic includes creating diseases, plagues, and the rotting of organic life, but also general decay as well as spells that utilize acid.
#7. LIGHTNING Magic
LIGHTNING Magic is magic that invokes the power of storms, electrical discharges, and unrelenting energy.
#8. UMBRA Magic
UMBRA Magic is magic that affects shadows, the weakening of light, and creating forms from darkness.
#9. RADIANCE Magic
RADIANCE Magic involves the manipulation of electromagnetic radiation, such as visible light, microwaves, UV rays, and gamma rays.
#10. AIR Magic
AIR Magic is magic that uses wind, gusts, tornadoes, and the air itself to function.
THE DIVINE FAMILY
This family of magic gets its name from the fact that these elements originate from another plane of existence or are created and usable through the essence of gods or greater beings of other realms. Magic in this family does not use traditional mana; Demonic magic is the manipulation of demonic energy, the essence of Hell and what demons possess instead of a soul. To cast this, you require a source of demonic energy; either from Accursed Crystals, free-roaming demonic energy such as in Hell, or using your own (or another demon’s) demonic energy if you are a demon. Likewise, Holy magic is the manipulation of holy energy, the essence of Heaven and what angels possess instead of a soul. To cast this, you require a source of holy energy; either from Blessed Crystals, free-roaming holy energy such as in Heaven, or using your own (or another angel’s) holy energy if you are an angel. Cosmic magic, on the other hand, is largely unknown; though, it uses a special and mostly unknown energy theorized to originate from Celestials, creatures from the stars. There is a special note to be made regarding Angels, Demons, and the effect that Demonic & Holy magic can have on them, but you can read this in the new Race Traits!
That being said, 4 of the 24 magic types are classified under this family, and are as follows:
#11. DEMONIC Magic
DEMONIC Magic manipulates demonic energy, and spell here heavily involve control (in several different ways) as well as corruption and degradation of body, mind and morality. This magic also slightly harms the soul as well as the body. Subcategories include: WAR
WAR Magic involves bolstering morale, encouraging rage, and causing war and carnage. Also involves spreading insanity.
#12. HOLY Magic
HOLY Magic manipulates holy energy, and spells here include nurturing wounds, protecting the weak, and punishing the wicked. This magic also has the ability to strengthen the souls of mortals, but destroys the souls of undead and destroys demonic energy.
#13. COSMIC Magic
COSMIC Magic is widely forgotten about. It is classified under the Divine Family due to it being the magic of Celestials, which possess near godlike power. The only way to cast it is to take the power from them by force.
THE SOUL FAMILY
This family is only really one element, SOUL, yet due to the power and effect it has upon its user and victims, it transcends being family-less. SOUL magic manipulates soul energy, which is what makes up an individual's soul; as such, this magic can directly affect the souls of other beings. The soul is extremely important as it is a vital part of every mortal and undead. It is possible to live without a soul if you are a mortal, but a piece of you feels as though it’s permanently missing. Not to mention, you must have a soul to go on to the next stage of your life; life as an undead in Purgatory, and then eventually your final life as either an angel or a demon. Thus, without a soul as a mortal, you practically cease to exist upon death and it’s nigh impossible to bring you back; the same applies to an undead. As soul magic is the manipulation of soul energy, you require a source of soul energy rather than typical mana. This can be soul energy stored in soul crystals, free-roaming soul energy in places like Bone Valley or Purgatory, or either your own or another person’s soul.
Only 1 of the 24 types of magic is found in this family, and who would've guessed, it's SOUL magic!
#14. SOUL Magic
SOUL Magic involves the manipulation of souls and soul energy to destroy souls or restore them. This spell type also involves the art of Necromancy, and higher tier spellcasters typically start to lose their minds, depending on what you do. After all, they can hear the souls speak to them...
THE FAMILY-LESS MAGIC TYPES
The final "family" of spells in this category only share the fact that they are hard to categorize. They can also fall into one or multiple families and simply be confused for FAMILYLESS. Regardless, these are still definable elements, and they do still use mana to cast.
#15. OBSCURE Magic
OBSCURE Magic is magic that affects physics, reality, gravity, the laws of nature, and most forms of teleportation and illusions. Telekinesis, Teleport, Portal, etc.
#16. PHYSICAL Magic
PHYSICAL Magic is magic that uses mana to emit raw force and power, as well as amplifying physical abilities and aspects. Force, Booming Voice, Booming Blade, etc.
#17. TIME Magic
TIME Magic affects the flow of time. It allows for seeing into the future, seeing into the past, changing the present, or viewing and manipulating the existence of time. Rewind, Time Loop, Future Glimpse, etc.
#18. SUPPRESSION Magic
SUPPRESSION Magic nullifies and reduces the potency of all other elements. It itself can not be absorbed like other magics can be and requires a high level of understanding in magic to even use or manifest. Banish, Dispel, Suppressive Aura, etc.
#19. SPELLS OF NO ELEMENT
This category of magic involves spells that don't fall under any element. Magic Missile, Mana Armor, and more can be found in this category.
THE LIST OF SPELLS ACROSS THE REALMS
Without further ado, below are the various magic types, and the number of current spells of each type!
You may start out with up to Tier 3 spells, but I encourage you to start from scratch or Tier 1! I think it'll be more fun for you.
If you wish to start off with a spell above Tier 3, ask Valerie / Astherma, the Owner of Galron.
Currently, there are 631 Spells. The list is always growing! Also, click on the name of each category to be transported to the page with each category's respective list of current spells!