👊 Tier Null / Unbound Physical Spells 👊
#1. Booming Voice: The caster uses physical magic to strengthen their vocal chords and amplify their voice, eventually allowing it to have destructive properties. A tier one caster could increase their voice by a few decibels. A tier 12 caster could cause their voice to be so loud that the sound waves atomize whatever they scream at.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#2. Ability Boost: Cast on a target, and for 15 minutes their strength, speed, endurance, and overall physical ability will be increased, amplifying the higher the tier this is cast at. A tier one caster could run 5mph faster, lift 5lbs more, and run for 2x longer. A tier 12 caster could break the sound barrier, lift a mountain above their head, and run forever.
Tier: Null / Unbound
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the spells duration to 30 minutes.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#3. Vibrate: Cast on a target, whether it be organic or inorganic, and every part of it will begin to vibrate. At lower tiers, this is relatively harmless, but at higher tiers the vibrations get so powerful that the targeted object will rip itself apart. A tier one caster could make a small handheld item vibrate. A tier 12 caster could make every small part of a castle vibrate and cause the whole structure to vibrate so much that it rips itself apart.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#4. Bass Boost: Cast on anything that emits sound and it will become louder, and increases the destructiveness of the soundwaves emitted by it. A tier one caster can boost the sound of them snapping their fingers loud enough to break a small glass cup. A tier 12 caster can boost that same sound to the degree that the sound sends shockwaves through the air and could collapse buildings. Cannot be cast alongside Booming Voice. Also, if cast alongside a spell, learning this spell at one tier lets you boost the sound of all spells of that same tier.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
👊 Tier 1 Physical Spells 👊
#1. Force Dart: Conjures a fast-moving dart of physical magic that homes in on targets and emits a small shockwave on contact with a surface.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
👊 Tier 2 Physical Spells 👊
#1. Lesser Force: The caster gathers physical magic and then emits it out in a blast of physical force comparable to a mace swung with full effort. This is capable of pushing people back and does greater damage to automatons and structures, less so to flesh.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Doubles the strength of the shockwave and its damage output.
Casts Per Event: 11
Requires Concentration: No.
#2. Sleep: Cast on a target and they will be overcome with a strong desire to sleep. However, this can simply be dispelled by shaking the person awake. Best used on exhausted targets.
Tier: 2
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: Yes.
👊 Tier 3 Physical Spells 👊
#1. Booming Blade: Imbues your weapon with physical magic for 15 minutes, causing every strike with your weapon to release a small shockwave. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Summon Physical Familiar: Summons a white spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but periodically emits shockwaves that push back anything in their wake. 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.
👊 Tier 4 Physical Spells 👊
#1. Lesser Mending: When cast, allows the repair of small pieces of inorganic material. Each cast is capable of restoring one piece of armor; however, if the piece of armor has multiple parts (such a chestplate being segmented, leg armor having a thigh armor piece, knee armor piece, and calf armor piece) it will only restore one of those pieces per cast. It takes varying time to mend armor, depending on the material's density. Iron could take 15 seconds of sustained contact with the spell to repair, while orichalcum could take 5 minutes. Also allows for the minor repairing of golems and automatons. Incapable of repairing firearms or complex pieces of machinery / architecture.
Tier: 4
Classification: RESTORATION
Maximize-able: Yes ; Increases the speed of mending and allows for up to 2 pieces of armor to be repaired per cast. Increases the repairing of golems & automatons.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Odorless: When cast, allows the caster to remove any and all odor / scents from themselves or a chosen target. Useful for sneaking around beasts or removing foul odors.
Tier: 4
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
👊 Tier 5 Physical Spells 👊
#1. Force: The caster gathers a great amount of physical magic, and releases it with one punch and emitting an immense amount of physical force capable of destroying a carriage or an entire room in a building. If a caster uses all 8 casts in very quick succession, they are very likely to break their wrist if their body can't handle the immense force output by the spell.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Doubles the strength of the shockwave and its damage output.
Casts Per Event: 8
Requires Concentration: No.
#2. Sandman's Sand: Cast on a target, and they will fall into a deep sleep. They are capable of being awoken by this sleep by taking damage, but cannot be shaken awake.
Tier: 5
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 8
Requires Concentration: No.
#3. Piercing Vision: When cast, allows the caster to be able to see clearly up to 200m away. This doesn't grant them something like night vision, but allows them to see through fog and other obscuring things that would otherwise impair vision. This effect lasts for up to 15 minutes unless the caster dispels it.
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 Physical Spells 👊
#1. Summon Physical Elemental: Summons a Physical Elemental to fight for you. These elementals are capable of casting physical spells tier 6 or lower, but cannot summon other physical elementals, only physical familiars. Physical 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. Physical 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 physical spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Lesser Polymorph: Allows the caster to switch their physical appearance and properties to any creature of the same size as them. A 2m human can disguise themselves as a 2m tall beastman, orc, or any other race of the same height. This spell is incapable of changing any equipped clothing, armor, or items alongside it, only the caster's physical form or appearance. Can also be used to change minor features such as making the caster look younger, changing their eye color, etc. This effect lasts for up to 30 minutes, after which the caster will return back to their original form.
Tier: 6
Classification: TRANSFORMATION
Maximize-able: Yes ; Allows the spell to last up to an hour.
Casts Per Event: 7
Requires Concentration: Yes.
👊 Tier 7 Physical Spells 👊
(Temporarily N / A)
👊 Tier 8 Physical Spells 👊
#1. Greater Mending: When cast, allows the repairing of large pieces of inorganic material. Each cast is capable of restoring a full limb on a golem, an entire piece of armor regardless of if there are separated parts or not (one cast could repair a chestplate, another repairs leg armor, etc), and can be used to repair complex pieces of machinery / architecture as well as firearms. It takes varying time to mend armor, depending on the material's density. Iron could take 15 seconds of sustained contact to repair, while orichalcum could take 5 minutes.
Tier: 8
Classification: RESTORATION
Maximize-able: Yes ; Increases the speed of mending and allows one cast to repair a full armor set or almost fully restore a golem (depending on the size, of course).
Casts Per Event: 5
Requires Concentration: Yes.
#2. Greater Force: The caster gathers a massive amount of physical magic, and releases it with one punch and emitting an immensely powerful amount of physical force that is capable of destroying an entire building. Several casts of this spell, if not spread out in moderation or braced, will break the caster's hand and wrist bones.
Tier: 8
Classification: DESTRUCTION
Maximize-able: Yes ; Doubles the strength of the shockwave and its damage output.
Casts Per Event: 5
Requires Concentration: No.
#3. Create Food: Picture a food no greater than 50lbs in weight, and it will be conjured in front of the caster. This conjured food may be delicious, but has 1/100th of the original nutritional value of the food, barely filling those who eat it. However, it is capable of replenishing mana, and restores +1 cast of a spell for every dish eaten. The tier this cast goes to is dependent on how big the dish is. If the food is not eaten, it dissappears after 15 minutes or until the caster dispels it.
Tier: 8
Classification: CONJURATION
Maximize-able: Yes ; Extends the nutritional value to 1/50th of the original nutritional value of the food, and allows it to last for up to 30 minutes.
Casts Per Event: 5
Requires Concentration: Yes.
👊 Tier 9 Physical Spells 👊
#1. Summon Greater Physical Elemental: Summons a fearsome, powerful Greater Physical Elemental to fight for you. These elementals are capable of casting physical spells tier 9 or lower, but cannot summon other greater physical elementals. Greater physical 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 physical 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 physical spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Greater Polymorph: Allows the caster to completely change their physical appearance and size. A 2m human can turn into a 4m orc, or a 3 inch tall fairy. This spell is capable of changing the caster's equipped items, armor, and weaponry, but cannot make any of it invisible. Additionally, while this spell can last for up to 20 minutes, the greater the detail put into the polymorph, as well as the size of the polymorph, can lower or extend the duration the spell can be kept up for. A 2m human shapeshifting to 10m tall could only do so for a few seconds, while that same human shapeshifting into a 3 inch tall fairy could do so for an hour. Once this spell wears off, the caster returns to their original form.
Tier: 9
Classification: TRANSFORMATION
Maximize-able: Yes ; Doubles the duration of the spell regardless of the size and amount of detail put into the polymorphed form.
Casts Per Event: 4
Requires Concentration: Yes.
👊 Tier 10 Physical Spells 👊
#1. Wrath of the Gods: The caster gathers a powerful amount of physical magic, and releases it with one punch and emitting an immensely powerful amount of physical force that is capable of destroying half a city block. The physical power put out by this spell is emitted in a forward-facing cone from wherever they punch. Upon using this spell, the caster's arm breaks and shatters, unhealable by magic, only natural healing processes.
Tier: 10
Classification: DESTRUCTION
Maximize-able: Yes ; Allows the spell to destroy an entire city block per cast.
Casts Per Event: 3
Requires Concentration: Yes.
👊 Tier 11 Physical Spells 👊
(Temporarily N / A)
👊 Tier 12 Physical Spells 👊
#1. Grand Catastrophe: The caster channels physical magic into one of their hands, and charges the spell for 5 minutes, during which shockwaves pulse out from the caster. After 5 minutes, their hand glows a brilliant white. Upon punching or contacting any surface, the immediate area 200m around the caster will be instantly vaporized and destroyed in a massive explosion. A large shockwave will be emitted after this as well, powerful enough to uproot trees and destroy buildings. Upon casting this spell, every bone in the limb used to cast this spell will be completely shattered, and cannot be healed by healing magic, only natural healing processes. If the chargeup for this spell is interrupted, there will still be destruction, but less so than there was if it was fully charged.
Tier: 12
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the radius of the spell by a massive amount and increases the destructive property.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Summon Icon of Power: Summons the most powerful physical elemental, an Icon of Power. This elemental is capable of casting every physical spell and can even summon other physical 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 Power 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 physical spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.