🌀 Tier Null / Unbound Obscure Spells 🌀
#1. Telekinesis: Allows the caster to use their mana to manipulate things from varying distances. A tier one caster could use this spell to throw a small rock at someone or crush the rock instead. A tier 12 caster could lift an entire castle to hurl at their enemy, or condense it down to the size of a pebble.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Ricochet: When cast along other spells that shoot out projectiles, allows those projectiles to bounce off of surfaces they come into contact with. Learning this spell at one tier lets you apply ricochet to all spells of that same tier.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#3. Elastify: Causes anything this is cast on to become elastic and bouncy, similar to rubber. A tier one caster can make a stick bendy and elastic, while a tier 12 caster could turn a castle into a bouncy house.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#4. Deadeye: When cast along other spells that shoot out projectiles, allows those projectiles to home in on targets and take a direct path to them, unless the projectile is stopped. Learning this spell at one tier lets you apply deadeye to all spells of that same tier.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#5. Soften: Cast on any inorganic surface, and that surface will become so soft it's as if it were a semi-liquid. Softened surfaces look normal at first, but when pressure is applied they become similar to the likes of quicksand or mud, able to trap people and only escapable by swimming. Casting this at higher tiers allows you to soften larger things. A tier one caster may be able to soften the ground under an ant. A tier 12 caster could soften an entire battlefield and trap thousands of soldiers in the semi-liquid ground.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
🌀 Tier 1 Obscure Spells 🌀
#1. Obscure Dart: Conjures a dart of obscure magic that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
🌀 Tier 2 Obscure Spells 🌀
#1. Levitate: Cast on an object 100lbs. or less, and it will levitate, up to 2m above the ground. Cannot be cast on animate creatures, and this effect lasts for up to 30 minutes or until the caster dispels it.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Allows for objects 200lbs. or less to be able to be levitated, and allows the spell to be used on small creatures, up to the size of a rabbit.
Casts Per Event: 11
Requires Concentration: Yes.
🌀 Tier 3 Obscure Spells 🌀
#1. Feather Fall: Allows the caster to slow their falling and prevent--or at least, lessen--any damage taken from falling from heights. This won't save you from extremely high falls, though. At the most, this lets you survive falls up to 25m in height. This spell lasts for 30 minutes or until the caster dispels it.
Tier: 3
Classification: ALTERATION
Maximize-able: Yes ; Increases the height to 30m and extends the duration to an hour.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Dimensional Move: When cast, puts distance between the caster and their chosen target by shifting the caster up to 10m away from their target. Can only be used on the caster, and has a cooldown of 10 seconds.
Tier: 3
Classification: ALTERATION
Maximize-able: Yes ; Lowers the cooldown to 5 seconds.
Casts Per Event: 10
Requires Concentration: No.
#3. Lesser Lighten Blade: Imbues the caster's blade with obscure magic for 15 minutes, causing it to become 25% lighter. Can't be used with other spells that imbue your weapon with an effect.
Tier: 4
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#4. Summon Obscure Familiar: Summons a spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates an aura that disturbs gravity around it and causes both flesh and inorganic objects to lighten and levitate. 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. Familiars are also immune to physical damage but are able to be hurt by any 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.
#5. Aural Decoy: Choose a location that you can see, and a sound will be produced near there. Useful for getting enemies to investigate an area. Every sound counts as a cast.
Tier: 3
Classification: ILLUSION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
🌀 Tier 4 Obscure Spells 🌀
#1. Hover: Allows the caster to hover above the ground, up to the equivalent of their own height (so, someone 3m tall can hover 3m above the ground). This effect lasts for up to 15 minutes or until the caster dispels it.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Allows the caster to hover 1.5x their own height, extends the duration to 30 minutes, and slightly slows their falling.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Message: Allows the caster to send a psychic message to another person from a long distance, as long as the caster knows the full name of the person they're attempting to message.
Tier: 4
Classification: N/A
Maximize-able: Yes ; Allows for live-time communication with the target of the message.
Casts Per Event: 9
Requires Concentration: Yes.
#3. Dimensional Door: Allows the caster to conjure two connected portals on any surface that they can see for easy transportation between those two places. These two portals only connect to each other, but do not require concentration to maintain, and are capable of being made bigger or smaller. By default, the portals last for 5 minutes unless dispelled by the caster and can fit individuals up to 2.25m through it. Increasing the size of the portal decreases its duration, while decreasing the size increases the duration.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Doubles the duration of the portals, regardless of size.
Casts Per Event: 9
Requires Concentration: No.
#4. Silence: When cast, silences the caster's footsteps for up to 15 minutes. This doesn't silence any other actions performed by the caster, though.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration to 30 minutes and silences all actions performed by the caster; breathing, swinging swords, etc.
Casts Per Event: 9
Requires Concentration: Yes.
#5. Lesser Appraise Item: When cast on an item, allows the caster to know the name of the item, the materials it's comprised of, and if it has any magical effects. Does not tell you what the magical effects that it has on it actually do.
Tier: 4
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
#6. Locate Object: Picture an item that you either own or have previously interacted with and physically touched. Cast this spell, and if the object is within a 100m radius of the caster, you will be shown the fastest path to it.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Allows for the caster to detect items more than 100m away from them, however if this is done it only provides subtle clues to the location of the item.
Casts Per Event: 9
Requires Concentration: Yes.
🌀 Tier 5 Obscure Spells 🌀
#1. Greater Lighten Blade: Imbues the caster's blade with a great amount of obscure magic for 15 minutes, causing it to become 50% lighter. Can't be used with other spells that imbue your weapon with an effect.
Tier: 5
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
🌀 Tier 6 Obscure Spells 🌀
#1. Teleport: Allows the caster to teleport within 1 mile of any place they've been to before as long as there's no magic preventing you to do so. This spell, if you wish to use it rapidly, requires a 5 minutes cooldown.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Teleports you directly to the place you intend to go to.
Casts Per Event: 7
Requires Concentration: Yes.
#2. Gravitas: Creates a large, 25m aura around the caster that violently pulls all targets towards the caster, or the center of the aura. Immense strength is required to resist this pull.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the radius to 50m and increases the pull.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Aura of Silence: Creates an aura around the caster that can be as big as 50m, and as small as 5m. Within this aura, all noise is incapable of being heard from those outside it. Noise exists within this aura, but does not leave it.
Tier: 6
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 7
Requires Concentration: Yes.
#4. Summon Obscure Elemental: Summons an Obscure Elemental to fight for you. These elementals are capable of casting obscure spells tier 6 or lower, but cannot summon other obscure elementals, only obscure familiars. Obscure 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. Obscure 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 obscure spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
5. Fortify: Cast on any inorganic object and it will become stronger and more durable; whether it be a structure, an armament, a suit of armor, etc. Can be cast on the same object multiple times to achieve a greater fortifying effect. Every cast doubles the object's durability. This fortification effect lasts for 15 minutes unless the caster dispels it.
Tier: 6
Classification: REINFORCEMENT
Maximize-able: Yes ; Allows each cast to triple the object's durability, and extends the duration of fortification to 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
#6. False Anatomy: When cast, allows the caster to turn one of their limbs invisible; at the same time, an illusory version of that same limb is conjured, allowing the caster to hide what they're truly doing with their hidden limb. Items held in the hidden limb are also temporarily turned invisible. This spell lasts for up to 15 minutes unless the caster dispels it.
Tier: 6
Classification: ILLUSION
Maximize-able: Yes ; Allows for all limbs to have illusory versions per cast, and extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
🌀 Tier 7 Obscure Spells 🌀
#1. Fall Control: When cast, allows the caster to survive falls of immense height with no damage done to the caster, granting immunity to fall damage. This spell lasts for 15 minutes unless dispelled.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Frictionless: Removes friction on any object this is cast on for 15 minutes. While this spell is active, friction is removed, meaning whatever this is cast on will slide across surfaces without any resistance, and over time can accelerate to very fast speeds.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#3. False Nature: When cast, hides the origin and true status of whomever it is cast on for 10 minutes. If someone used Detect Life, Detect Accursed, of Detect Sacred, the caster will not be revealed if they would have otherwise been detected.
Tier: 7
Classification: ILLUSION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
🌀 Tier 8 Obscure Spells 🌀
#1. Portal: Conjures a portal to any location the caster has been to before, as long as there's no magic preventing you to do so. The portal requires constant focus to maintain, and at most can only be maintained for 5 minutes. Increasing it's size lowers the time you're able to maintain it, while decreasing its size increases the time you're able to maintain it. By default, the portal can fit someone 2.25m tall through it. Cannot be used to create a portal to separate realms; only to create a portal in whatever realm you are currently in.
Tier: 8
Classification: CONJURATION
Maximize-able: Yes ; Doubles the duration of the portal, regardless of size.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Greater Appraise Item: When cast on an item, allows the caster to know the name of the item, the materials it's comprised of, if it has any magical effects and what they do, who made the item, how old it is, and where it was created.
Tier: 8
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
🌀 Tier 9 Obscure Spells 🌀
#1. Summon Greater Obscure Elemental: Summons a fearsome, imposing Greater Obscure Elemental to fight for you. These elementals are capable of casting obscure spells tier 9 or lower, but cannot summon other greater obscure elementals. Greater obscure 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 obscure 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 obscure spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Trace: Picture an item that you either own or have previously interacted with and physically touched. Cast this spell, and if the object is in the same plane as you (Cynderin, Hell, Heaven, etc.), you will be revealed the exact location and fastest path to the item, regardless of how far away it is from you. If the object is in a different realm, you will be notified of this, but no further information will be revealed.
Tier: 9
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 4
Requires Concentration: Yes.
🌀 Tier 10 Obscure Spells 🌀
#1. Weightless Blade: Imbues the caster's blade with a tremendous amount of obscure magic for 15 minutes, turning the weapon completely weightless. Can't be used with other spells that imbue your weapon with an effect.
Tier: 10
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 3
Requires Concentration: Yes.
#2. Fragile: When cast on an object, causes it to become as fragile as glass. Has no effect on things with Indestructible cast on them.
Tier: 10
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 3
Requires Concentration: Yes.
#3. Reverse Banishment: This spell can only be cast if there is an illusion that shows the caster of the illusion's true form. When cast, allows the caster to grab the illusion and pull the caster of the illusion to where their illusion is.
Tier: 10
Classification: EVOCATION
Maximize-able: No.
Casts Per Event: 3
Requires Concentration: Yes.
🌀 Tier 11 Obscure Spells 🌀
#1. Ancestral Gate: Conjures a portal to any location the caster chooses, regardless of whether or not they've visited there before, and can be used to travel to different realms. The gate requires constant focus to maintain, and at most can only be maintained for 5 minutes. Increasing it's size lowers the time you're able to maintain it, while decreasing its size increases the time you're able to maintain it. By default, the gate can fit someone 3m tall through it.
Tier: 11
Classification: CONJURATION
Maximize-able: Yes ; Doubles the duration of the gate, regardless of size.
Casts Per Event: 2
Requires Concentration: Yes.
#2. Unstoppable Blade: When cast on a weapon, allows the weapon to penetrate and cut through anything; armor, flesh, other blades, and debris alike. If this weapon comes into contact with something that has had Indestructible cast on it, both the weapon and the object with those spells cast on it are treated as if they don't have those spells in the first place. (This means if you were to use an unstoppable iron axe against an indestructible tree stump, the axe would hack through it as if it were a normal axe against a normal tree). This effect lasts for 5 minutes and can't be used with other spells that imbue your weapon with an effect.
Tier: 11
Classification: REINFORCEMENT
Maximize-able: No.
Casts Per Event: 2
Requires Concentration: Yes.
#3. Indestructible: Causes whatever this is cast on to become temporarily unbreakable and immune to all forms of damage; this lasts longer on structures than it does on items and weapons, and cannot be cast on something alongside Unstoppable Blade or other spells that imbue something with an effect. This indestructible effect lasts for 15 minutes. If a weapon with unstoppable blade cast comes into contact with an indestructible object, it'll be treated as if they don't have those spells in the first place. (This means if you were to use an unstoppable iron axe against an indestructible tree stump, the axe would hack through it as if it were a normal axe against a normal tree).
Tier: 11
Classification: REINFORCEMENT
Maximize-able: No.
Casts Per Event: 2
Requires Concentration: Yes.
🌀 Tier 12 Obscure Spells 🌀
#1. New Order: By calling out the target's name--which can be anything from an inanimate object to an animate, living creature--the caster can impose any rule on the target, and it is forced to follow as if it were an undefiable rule of nature. Does not work on groups of people, or people who don't even know what their true name is. Each rule lasts for one day.
Tier: 12
Classification: N/A
Maximize-able: Yes ; Increases the number of casts per event to 5, allows the spell to work on small groups of people, and increase the length of the rule to one week.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Pocket Realm: Creates a pocket dimension that possesses near infinite storage space, and where anything can be made possible inside of it. Only the caster can create a portal to their own pocket realm, and it is impossible for someone to break into it or escape from the pocket realms unless the caster wills it so. Individuals also cannot die within a pocket realm. Pocket Realms require a constant source of mana to remain stable, and as such, the caster must cast this spell once every 3 events, as repeated casts of this spell serve to supply more mana to the pocket realm. If not maintained, the pocket realm will slowly collapse and everything put inside it will be lost.
Tier: 12
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 1
Requires Concentration: Yes.
#3. Oppressive Presence: The caster exerts their will on reality to create a temporary bubble of influence; this bubble acts the same as a pocket realm would, in a sense that the caster can cause anything to occur inside of this bubble. This bubble can also be used as an extension of one's own pocket realm. This bubble lasts for up to 15 minutes, and is impossible to escape from unless the caster wills it. Once the 15 minutes have passed, everything created using the bubble, as well as the bubble itself, will dissappear.
Tier: 12
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 1
Requires Concentration: Yes.
#4. Perfect Illusion: When this is cast, allows the caster to create an illusion powerful enough to fool all five senses; sight, taste, touch, smell, and hearing. These illusions last for up to 30 minutes, and can be so real that those trapped in them (or attacked by them) could go insane, live through the sensation of death, or more; it depends on how creative the caster can get. As they are illusions, people cannot die directly from them, but if the illusions are gruesome enough, dying from fear or shock is very much a possibility.
Tier: 12
Classification: ILLUSION
Maximize-able: Yes ; Extends the duration of the spell to an hour.
Casts Per Event: 1
Requires Concentration: Yes.
#5. Summon Icon of Gravity: Summons the most powerful obscure elemental, an Icon of Gravity. This elemental is capable of casting every obscure spell and can even summon other obscure 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 Gravity 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 obscure spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.
#6. Reality Slash: The caster uses any object--hand, weapon, or other object--to slash, and this resulting slash will manifest itself as a ranged projectile that travels forward for 5 seconds. This slash is so powerful that it cuts through reality itself, and slices through anything without fail; including the souls of any cut by it. If one receives a fatal blow from reality slash, it will result in the same effect as True Death. Body parts cut off by this projectile cannot be healed.
Tier: 12
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 1
Requires Concentration: Yes.