⛓️ Tier Null / Unbound Magnesis Spells ⛓️
#1. Magnetize: Cast on any piece of metal, and it will become magnetic for up to 15 minutes. The size of the metal you wish to cast this on, as well as how strong the magnetic pull is, increases with tier. A tier one caster could make a screw magnetic and stick to armor, while a tier 12 caster could cause a whole metallic fortress to become magnetic and violently rip apart anything metal inside.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Mage Metal: Allows the caster to move, manipulate, and mold metal to their whim. A tier one caster could lift a dagger and turn it into something else, while a tier 12 caster could lift an entire metallic fortress and crush both it and everything inside it.
Tier: Null / Unbound
Classification: TRANSFORMATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
⛓️ Tier 1 Magnesis Spells ⛓️
#1. Iron Bolt: Conjures a fast-moving metallic bolt that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the bolt.
Casts Per Event: 12
Requires Concentration: No.
⛓️ Tier 2 Magnesis Spells ⛓️
#1. Polish: Cast on a metal object, and it will become finely polished and shiny, removing any dirt, rust, or wear. While it may make metal shiny again, it does not repair any damage to it or improve it in any other aspect.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Polishes the metal object to a mirror's edge.
Casts Per Event: 11
Requires Concentration: Yes.
⛓️ Tier 3 Magnesis Spells ⛓️
#1. Summon Magnesis Familiar: Summons a metallic animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but is made of solid metal and is very durable. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Magnesis familiars, unlike others, are not immune to physical damage but are highly resistant to both physical and magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Armament Shift: Cast on your weapon, and it will shift into a different weapon, depending on what the caster wants. Can turn your mace into a sword, a flail into a halberd, etc. Whatever weapon you turn your weapon into will be of similar size as it was before, though you can gather metal and incorporate it into this spell to make your weapon larger. You must have physical contact with the weapon you wish to shift to be able to cast this spell, and it can be cast on shields but not armor.
Tier: 3
Classification: TRANSFORMATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
⛓️ Tier 4 Magnesis Spells ⛓️
#1. Chain Whip: Conjures a large, bulky chain whip that initially shoots out from the caster's hand, and can then be used to wrap around foes or strike them. This chain lasts for 15 minutes unless the caster dispels it. Does not give you the strength to wield the chain.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Adds a large hook on the end of the chain that is guaranteed to dig into the flesh of a target when the chain initially shoots out of the hand. Also, extends the duration of the spell to 30 minutes and increases the bulk of the chain.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Iron Lance: Conjures a large, bulky, pointed metallic spike that launches itself at targets and causes a minor explosion of shrapnel on impact with a target or any surface.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size, sharpness, durability, and speed of the lance. Also increases the size of the explosion and the amount of shrapnel.
Casts Per Event: 9
Requires Concentration: No.
#3. Shrapnel Shot: When cast, conjures hundreds of tiny, sharp metallic fragments that erupt from the caster's hand with extreme force. Capable of embedding themselves into flesh and shredding flesh as well. Less effective the farther away a target is from the caster.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the number of shards as well as the force they launch at.
Casts Per Event: 9
Requires Concentration: No.
⛓️ Tier 5 Magnesis Spells ⛓️
#1. Enhance Armor: When cast, increases the bulkiness of the caster's armor by creating new layers or thickening pre-existing ones, increasing the thickness of the armor by half an inch per cast. If the caster isn't wearing any armor, this can be used to create armor, but only one piece at a time. When the caster removes the enhanced armor or the created armor, the added layers / created armor vanishes.
Tier: 5
Classification: ALTERATION
Maximize-able: Yes ; Thickens armor by 1 inch per cast instead of half an inch.
Casts Per Event: 8
Requires Concentration: Yes.
#2. Bind: The caster conjures thick metal chains that wrap around their target and tightly constrict them. The target is incapable of using teleportation or other magical means to escape this spell, however, the chains are capable of being manipulated by magnesis spells and while they are durable, they can still be destroyed if enough force is used to do so. If the chains are not dispelled or broken out of, they are capable of lasting for up to 10 minutes.
Tier: 5
Classification: CONJURATION
Maximize-able: Yes ; Increases the size, thickness, durability, and number of chains, and allows them to last up to 20 minutes if not dispelled or broken out of.
Casts Per Event: 8
Requires Concentration: Yes.
#3. Shredding Steel: Cast on your armament, and the edge will transform into many sharp, tiny, pointed blades that rapidly spin around the edge, and allow the armament to shred and tear through flesh extremely easily. Capable of being stopped by metal and other blunt or extremely hard objects, but otherwise, the armament will have this effect for up to 15 minutes unless the caster dispels it. Can't be used with other spells that imbue your weapon with an effect.
Tier: 5
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
⛓️ Tier 6 Magnesis Spells ⛓️
#1. Summon Magnesis Elemental: Summons a Magnesis Elemental to fight for you. These elementals are capable of casting magnesis spells tier 6 or lower, but cannot summon other magnesis elementals, only magnesis familiars. Magnesis Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Magnesis Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes; Causes the elemental to only cast maximized versions of tier 6 magnesis spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Ironflesh: When cast, replaces the caster's skin or outer body with a 3-inch thick layer of pure iron. This increases the caster's physical damage resistance, at the cost of having a conductive layer of metal over their entire body and only slightly impaired movement and mobility. Causes the caster to be more susceptible to blunt damage. This lasts for 15 minutes unless the caster dispels it; once the spell wears off, the caster's skin will return to normal.
Tier: 6
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the thickness of the iron to 5 inches, but further reduces movement / mobility. Also increases the duration of the spell to 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Silver Cloud: Conjures a deadly, shimmering grey mist that can fully envelop an area 20m in size. This mist is actually a massive amount of tiny yet extremely sharp metallic fragments that embed and shred the flesh of those who enter. These fragments can also be inhaled to shred the internals of those caught in the cloud. Has little effect on inorganic material apart from a few scrapes. This mist lasts for 15 minutes unless the caster dispels it.
Tier: 6
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the mist to 30 minutes and increases the potential size of the mist to 40m.
Casts Per Event: 7
Requires Concentration: Yes.
#4. Rust: Cast directly on a metal object, or on your hand. When this spell is cast, or when your hand touches anything metal, all metal within a 1m radius of the point of contact will become encrusted with a magical rust that also weakens the durability of the affected metal by half. This weakening effect lasts for 15 minutes, but cannot be stacked with multiple casts if you cast it on an already weakened area.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Extends the radius affected to 3m from the point of contact and allows for the spell to stack on the same area.
Casts Per Event: 7
Requires Concentration: Yes.
⛓️ Tier 7 Magnesis Spells ⛓️
#1. Cloud of Daggers: Choose a location, and a swirling torrent 5m in diameter will be conjured there, with many razor-sharp daggers and blades that swirl inside of it. These daggers eviscerate the flesh of those caught inside and deal a large amount of slashing damage. Has little effect on inorganic material apart from a few scrapes. This cloud of daggers lasts for 15 minutes unless the caster dispels it.
Tier: 7
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes, sharpens the daggers more and creates more of them, and increases the size to 10m in diameter.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Lesser Synthesize: Allows the caster to conjure up to 5lbs of a chosen metal after spending at least a day analyzing the structure of said material. This synthesized metal is very similar to the natural version, however it is created with no special effects. Argonite made with this loses its magical resistance, orichalcum created with this is much less dense and weightier than normal, adamantite is much less tough and sharp, creonor loses its holy properties, etc. Cannot be used to create Copper, Silver, Gold, or Platinum, or other forms of money or currency.
Tier: 7
Classification: CONJURATION
Maximize-able: Yes ; Creates up to 10lbs of the chosen metal.
Casts Per Event: 6
Requires Concentration: Yes.
#3. Tungsten Terrain: The caster chooses an area, and from that area large spikes of pure metal will quickly emerge from that area and impale anything above it. These spikes are capable of being made bigger or smaller; making them bigger increases their size but conjures less of them, while making them smaller decreases their size but conjures more of them. If this is cast on a metal surface or on a ground that possesses metal within it, that metal will be incorporated into this spell and will amplify it's effects. The spikes sink back down into the ground and disappear 5 seconds after emerging, unless the caster wishes to maintain them.
Tier: 7
Classification: CONJURATION
Maximize-able: Yes ; Increases the number and size of the spikes regardless, as well as their durability and sharpness.
Casts Per Event: 6
Requires Concentration: Yes.
⛓️ Tier 8 Magnesis Spells ⛓️
#1. Shrapnel Stream: Emits an extremely powerful, grey ray of pure magnesis magic that is capable of dealing devastating physical damage to anyone caught in its wake. In addition to firing a pure ray of mana, this spell launches a storm of metallic shrapnel within the beam, and when the beam makes contact with any metal, the metal will mold away from it. If this is focused on someone's chestplate, for example, the chestplate's armor will shift away from the area exposed to the beam, exposing the flesh underneath. This beam is capable of being made bigger or smaller; making it smaller concentrates it and allows it to cut through things easier, while making it bigger allows it to affect a wider area.
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
⛓️ Tier 9 Magnesis Spells ⛓️
#1. Summon Greater Magnesis Elemental: Summons a fearsome, ironclad Greater Magnesis Elemental to fight for you. These elementals are capable of casting magnesis spells tier 9 or lower, but cannot summon other greater magnesis elementals. Greater magnesis elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater magnesis elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 magnesis spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
⛓️ Tier 10 Magnesis Spells ⛓️
(Temporarily N / A)
⛓️ Tier 11 Magnesis Spells ⛓️
#1. Greater Synthesize: Allows the caster to conjure up to 5lbs of a chosen metal after spending at least a day analyzing the structure of said material. This synthesized metal is identical to its natural version, created with the same special effects in the natural version. Cannot be used to create Copper, Silver, Gold, or Platinum, or other forms of money or currency.
Tier: 11
Classification: CONJURATION
Maximize-able: Yes ; Creates up to 10lbs of the chosen metal.
Casts Per Event: 2
Requires Concentration: Yes.
⛓️ Tier 12 Magnesis Spells ⛓️
#1. Summon Icon of Raram: Summons the most powerful magnesis elemental, an Icon of Raram. This elemental is capable of casting every magnesis spell and can even summon other magnesis elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Raram lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all magnesis spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.