Tier Null / Unbound Spells of No Element
#1. Mana Transfer: Allows the caster to transfer mana from themselves to another target. By sustaining contact with their target for 30 seconds, they can transfer mana to their target and restore some or all of the casts for their target's spells, dependent on what tier this is cast at. For example, you have 12 casts of this spell at tier 1. That means per cast, you can restore 1-12 casts for ONE of your chosen target's tier 1 spells.
Tier: Null / Unbound
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Maximize Magic: Cast alongside almost any spell, and it will be enhanced greatly. The effects will be amplified, and it can even result in the development of new effects. Learning this spell at one tier lets you maximize all spells of that same tier.
Tier: Null / Unbound
Classification: REINFORCEMENT
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#3. Widen Magic: Cast alongside almost any spell, and if it has an area of affect, it will be widened and affect an area twice the size it would normally affect. A tier one caster could make Poison Mist, a spell that can fill a room 20m in size, now fill a room 40m in size. Learning this spell at one tier lets you widen all spells of that same tier.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#4. Create Structure: The caster creates varying structures made out of different materials based on the type of magic the caster imbues with the spell. By knowing spells of different elements, the caster can have their structures be made out of that specific element. A tier one caster imbuing this spell with earth magic could make a cup out of stone. A tier 12 caster imbuing the spell with visceral magic could conjure a massive castle made out of flesh and bone.
Tier: Null / Unbound
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: Yes.
#5. Arcane Lock: Cast on any lock and it will become reinforced with magic, adding an additional layer of security. This prevents said lock from being opened by just physically lockpicking it, and to bypass / unlock a lock with Arcane Lock you must cast Thief's Touch or Dispel at the same tier that Arcane Lock was cast with. Attempting to attack the lock or the locked object itself to break into it will result in the physical force put into any attack (or any mana sent at the object) to be sent back to the attacker.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: Yes.
#6. Thief's Touch: Cast on any lock and your mana will weave through and unlock it. Normal locks come in two varieties: Basic (which this spell at tiers 1-6 can unlock) and Advanced (which this spell at tiers 7-12 can unlock). As for locks that have been magically reinforced with Arcane Lock, you must cast this spell at the same tier Arcane Lock was cast on the object to pick said lock. This spell requires 1 minute of unbroken concentration to successfully pick any locks, magically reinforced or not.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: Yes.
Tier 1 Spells of No Element
#1. Mana Dart: Conjures a fast-moving projectile of raw mana 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.
#2. Ogre's Banquet: Creates barely edible food of near horrible, rotting quality. If one chooses to eat this food, you must roll to see if you get sick and vomit from eating it. Rolls are not necessary for races that don't have taste buds.
Tier: 1
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: Yes.
Tier 2 Spells of No Element
#1. Magic Missile: Conjures a fast-moving projectile of raw mana that homes in on targets and detonates in a small explosion on impact.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the missile.
Casts Per Event: 11
Requires Concentration: No.
#2. Arrow Drizzle: Conjures a small amount of arrows that launch themselves from the caster's hand. One cast shoots out 5 arrows.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the amount of arrows to 10 per cast.
Casts Per Event: 11
Requires Concentration: No.
Tier 3 Spells of No Element
#1. Summon Mana Familiar: Summons a spectral animal created from pure mana such as a bear or a wolf to fight for you. This familiar cannot cast magic, but if you know other summon familiar spells, they can be incorporated into this spell to give it added effects. 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 lasts 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. Detect Mana: When cast, allows the caster to sense any mana in the environment or objects in a 50m radius around them. Can also be cast on a target to view the highest tier of magic they can cast, as well as their current mana levels.
Tier: 3
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Mana Weapon: Conjures a weapon comprised of raw mana to use in battle. Can be any weapon the caster chooses, within reason. This mana weapon deals physical damage, can be dispelled, and cannot be imbued with any other effects (You can't cast Flame Blade on a mana weapon, for example). This weapon lasts for up to 15 minutes unless dispelled.
Tier: 3
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
Tier 4 Spells of No Element
#1. Mana Armor: When cast, conjures a 2-inch thick layer of pure mana around the caster or their armor. This magic armor does not give any improved physical resistance and blades pass through it, but gives the user a heightened resistance to magic and magical attacks. This protective shielding lasts for as long as the caster chooses, but if cast on armor, it lasts until that armor is taken off.
Tier: 4
Classification: REINFORCEMENT
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Mana Shields: When cast, conjures up to 3 shields of pure mana that rotate around the caster. Alternatively, this can be cast to reinforce a caster's own shield with mana. Regardless, the shields summoned protect the caster from magical attacks, and are resistant to magic but provide no physical protection. If cast on a shield instead of used to conjure the rotating shields, the shield is better able to resist magical damage, with no added physical protection. The shields conjured by this spell last for up to 15 minutes unless dispelled or broken.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes, allows the shields to provide slight physical resistance, increases their size, and increases their durability.
Casts Per Event: 9
Requires Concentration: Yes.
Tier 5 Spells of No Element
#1. Mana Barrier: Conjures a dome of mana surrounding the caster that acts as a physical barrier, protecting them and whoever else is inside the barrier from physical and magical attacks. The barrier is capable of withstanding tremendous physical force, but is not impenetrable, and can be damaged with magic but can take quite a beating from spells. Can also be infused with other types of mana to give increased protection against that mana type. The barrier lasts for 15 minutes unless dispelled or destroyed, and can be made bigger or smaller, which can increase or decrease this time. By default, it can comfortably fit 3 people 2.25m in height within the barrier.
Tier: 5
Classification: CONJURATION
Maximize-able: Yes ; Doubles the time of the barrier, regardless of size, and increases it's physical and magical resistance.
Casts Per Event: 8
Requires Concentration: Yes.
Tier 6 Spells of No Element
#1. Summon Mana Elemental: Summons a Mana Elemental to fight for you. These elementals are capable of casting spells of no element tier 6 or lower, but cannot summon other mana elementals, only mana familiars. Mana 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. Mana Elementals last for 20 minutes unless killed, destroyed, or banished. If the caster knows other Summon Elemental spells, they can be incorporated into this spell to give the Mana Elemental the same abilities of the other spell the caster knows.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 spells of no element and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Twisted Wall of Magic: Conjures a twisted wall of mana infront of the caster. Any incoming projectiles, physical or magical, will be deflected back towards the attacker if they hit the wall. This includes projectiles that hit on the side of the wall that the caster is on. Lasts for 15 minutes or until the caster dispels it, and can be broken if hit with a powerful enough spell or enough force.
Tier: 6
Classification: CONJURATION
Maximize-able: Yes ; Allows for the wall to be one-sided, deflecting projectiles on one side and allowing projectiles to still travel through on the caster's side. Additionally, extends the duration of the spell to 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Elemental Resistance: Requires knowledge of other tier 6 spells from other magic types to cast. When casting this spell, you will gain a resistance to whatever other type of magic you imbue into this spell, up to 3 resistances at once. For example, casting this spell with fire magic, frost magic, and lightning magic, will give you resistances to all of those mana types. This resistance lasts for 15 minutes unless the caster dispels it, and if you attempt to stack more than 3 resistances, the spell will wear off.
Tier: 6
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the length of the resistances to 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
Tier 7 Spells of No Element
#1. False Mana: When cast, hides the true magical ability and remaining mana of whomever it is cast on for 10 minutes. If someone used Detect Mana to determine the tier of magic the target is or how much mana they have remaining, it could appear as though they can only cast 1st tier spells and still have all of their mana.
Tier: 7
Classification: ILLUSION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Arrow Rain: Conjures volleys upon volleys of arrows from the caster's hand that rain down upon foes. Each cast conjures roughly 100 arrows, and they can be either fired out in volleys of varying amount, or fired out rapidly.
Tier: 7
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 6
Requires Concentration: Yes.
Tier 8 Spells of No Element
#1. Mana Surge: Emits an extremely powerful ray of raw, unrelenting mana that greatly harms anyone caught in its wake, dealing immense physical damage and is able to cut through most things with ease. Capable of being made bigger or smaller; making this beam smaller concentrates its destructive power and allows it to slice things much easier, while making this beam larger allows it to affect a wider area, but slices through things slower.
Tier: 8
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the destructive power of the beam, and allows for the incorporation of other elements, but only if you know their respective elements / spells. (For example, learning Sunbeam lets you incorporate fire magic into this spell).
Casts Per Event: 5
Requires Concentration: Yes.
#2. Mana Storm: Conjures a torrent of projectiles comprised of raw mana from the caster's hand that rain down upon foes and explode upon impact. If the caster knows spells that launch projectiles, the element type of those projectiles can be included in this spell. (For example, knowing how to cast fire arrow allows some of the projectiles to be comprised of fire mana and have a burning, fiery effect).
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
Tier 9 Spells of No Element
#1. Summon Greater Mana Elemental: Summons a fearsome, powerful Greater Mana Elemental to fight for you. These elementals are capable of casting spells of no element tier 9 or lower, but cannot summon other greater mana elementals. Greater mana 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 mana elementals last for 25 minutes unless killed, destroyed, or banished. If the caster knows other Summon Greater Elemental spells, they can be incorporated into this spell to give the Greater Mana Elemental the same abilities as the other spell the caster knows.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 spells of no element and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Control Weather: Allows the caster to control the local weather. By default, this spell allows the caster to make the weather cloudy to varying degrees, or clear the skies of clouds. However, by learning other weather spells, the caster can incorporate them and their elements into this spell, allowing them to make it rain, cause a thunderstorm, make it hail or snow, etc, allowing for masterful control of the weather. The effects of this spell last for 15 minutes unless dispelled.
Tier: 9
Classification: CONJURATION
Maximize-able: Yes ; Allows for the effects of this spell to last up to 30 minutes.
Casts Per Event: 4
Requires Concentration: Yes.
Tier 10 Spells of No Element
(Temporarily N / A)
Tier 11 Spells of No Element
(Temporarily N / A)
Tier 12 Spells of No Element
#1. Summon Icon of Nemron: Summons the most powerful mana elemental, an Icon of Nemron. This elemental is capable of casting every spell of no element and can even summon other mana 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 Nemron lasts for 60 minutes unless killed, destroyed, or banished. If the caster knows other Summon Icon spells, they can be incorporated into this spell to give the Icon of Nemron the same abilities as the other Icon spell the caster knows.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all spells of no element, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.