?

Log in

No account? Create an account

thermal magic

Thermal Magic

Ia. – min – allows the caster to make anything slightly cooler.

Ib. – mar – the caster emanates an aura of cold.

Ic. – minle – the caster drops the innate temperature of whatever they touch to exclude any sort of heat not produced from within the bodies normal workings (sickness, exhaustion, exercise, etc.)

Id. – frei – the caster makes the body temperature of whatever his target is go to freezing.

IM. – abzro – This is a spell that must be held out as the caster continues it, and if the caster loses focus, the spell is broken. The targets innate temperature continues to decrease until it reaches absolute zero, and is incapable of returning.



IIa. - maes – allows the caster to make anything slightly warmer.

Ib. – marle – caster emanates a field of heat

Ic. –sear – the caster heats up the innate temperature to its normal
point (recovering from any sort of decline)

Id. – saha – the caster brings up the body temperature of the target to boiling

IM. – volc – the caster casts a protective field around themselves of increasing temperature, the caster is protected but all things that enter the field (which varies in size depending on experience and exhaustion) will continue to increase in temperature until either the caster loses focus, disconnects the spell of their own will, or those within melt.


Also, I decided to make some changes to the structure of learning metaphysical magic.

For time magic, the person can only learn one spell up to the mastered point.  After which they can not learn any time magic of the other spell variant.  If they have already learned some of the other spell variant, then they can not learn any mastered time magic.  This rule also applies to thermal magic.

For all of the others, the user can learn only up to two master spells, though similarly, if they have learned even a basic spell of a third variant, they cannot learn any master spells.

Metaphysical (Completed!)

Magic in Necros (metaphysical)

Metaphysical spells work in much the same way as elemental spells do. The exception being that there are different variants of power for a metaphysical spell. They also share a progression of spells like elemental spells, but in rare instances they might also progress to a master variant of a particular spell. Therefore, a metaphysics mage has two options. They may either progress to the master variant of two particular spells, or progress to a master general spell and learn weaker variants of multiple spells and eventually a weaker version of mancy. Metaphysical spells are not classified by offensive and defensive titles, rather, they are titled based on their level of progression and their variant.

Ia, Ib, Ic, Id, IM
IIa, IIb, IIc, IId, IIM
etc.
(roman numeral is variant, and letter is level of progress within variant)

The metaphysical mancies are as follows:

Tempomancy
Gravijomancy
Thermomancy
Acoustimancy
Astromancy
Neuromancy
Kinesomancy

Time Magic

Ia – Dag: Dag allows the caster brief ability to rewind time. As an A variant, time can only be rewound for the caster him/herself. Allowing the caster to recover from what would normally be fatal falls or situations. They may only rewind themselves up to ten seconds.

Ib – Dagg: Dagg allows the caster once again the brief ability to rewind time. However, this variant allows the caster to not only rewind themselves, but rewind everyone else by 10 seconds as well. All effected by this spell maintain knowledge that they have been rewound. It is only effective within a range of 20 feet of the caster.

Ic. Gadg: Allows the caster to rewind time for themselves and everyone within a 50 foot radius of the caster by anywhere up to one minute. Whatever time period the caster chooses remains uniform for all those affected by Gadg. With the exception of the caster, those who have been rewound lose all awareness of having been rewound.

Id. Gaddg: Same as Gadg. Radius is now 100 feet. Time limit is now 5 minutes. Uniform for all affected. Caster may now choose who loses awareness and who does not.

IM: Remen: Same as Gaddg. Caster may select those affected by spell instead of affecting everyone. Caster may also select who loses awareness among those affected. Caster may also rewind objects at this point (with past spells, if the affected had dropped their weapon before getting hit, their weapon would remain on the ground, as the rewinding does not work on non-living objects. With Remen, inanimate objects are affected as well.



IIa. Ces – Causes all living creatures apart from the caster within a 5 meter radius to freeze in place for 30 seconds.

IIb. Caes – Same as Ces, range is now 10 meters. Time is still 30 seconds.

IIc. Caesu – Same as Caes, range is still 10 meters. Time is now 1 minute. User may select some to remain unfrozen.

IId. Caesur – Same as Caesu. Range is now 20 meters. Time is now 2 minutes. User may select who is to remain unfrozen. Spell may be deactivated at any time.

IIM. Caesura – Same as Caesu. Range is 25 meters. Time is now up to 5 minutes. User may select who is to remain unfrozen. Spell may be deactivated at any time. Inanimate objects are also affected.



Gravity Magic

Ia. Ballist – Grants the caster the ability to double the height of their natural jumping ability. The caster will still fall at a regular rate once at the height of their jump.

Ib. Buoyank – Grants the caster the ability to jump while already in the air. The spell lasts up to a total of five jumps.

IM. Lev – Allows the user to fluctuate gravity on themselves at whim, as long as it lowers the effects. In other words, the caster cannot make themselves weigh more, but they can make themselves as light as they wish.



IIa. Crush – A spell one imbues into a physical attack. Will send most opponents flying a sizable distance, if the opponent hits a wall during their flight, then they will feel an impact of gravitational force push against them as well.

IIb. Cringe – A higher powered version of Crush. Will fling an enemy with a force triple the force of the attack delivered to that opponent.

IIM. Splatter – A master version of Crush and Cringe. Flings an opponent and applies several triplicate force strikes into the opponent.



IIIa. Reverse – Reverses the gravitational polarity of a single target. Lasts for five minutes.

IIIb. Lat – The caster directs the spell onto an object. For the next five minutes, all gravity within a 20 meter radius will base itself around the positioning of that object. Meaning that if the object were to be turned upside down, then the ground on which it lies will also be turned upside-down and all people on it will fall off into the sky.

IIIM. Lo – The caster creates another 20 meter bubble and the polarity of all things within this bubble is randomized.



Acoustic Magic

Ia. Ampli – doubles the decibel output of any given sound.

Ib. Fort – all noise that is created by the caster will be doubled until either the spell wears off or a silencing spell is cast.

Ic. Zando – Increases sound awareness of the target, allowing them to hear things normally outside of their range. Intensity can be controlled by caster if caster has enough focus and energy.

IM. Quad-F – Increases targets perception of sound to the point of breaking. All noises heard at that point are put to a minimum of 65 decibels.



IIa. Pian – halves the decibel level of any given sound.

IIb. Isimo – Allows the user to cast spells silently for roughly five minutes. (longer with magical amplification)

IIc Piu Pian – Deafens the target for a short time.

IIM. Pianfort – All noise within an area is completely terminated, in addition, all people except for the caster are rendered incapable of creating noise while in the area.



IIIa. Bit – When this spell is cast, the user becomes a recorder for the next two minutes, allowing them to record and perfectly replicate any noises heard.

IIIb. Mid – An altered version of Bit. This is one of the only known “equipment spells” in Necros. Meaning that in order to effectively use it, one must be in possession of a ‘Recorder Orb’. This spell allows the caster to capture a sound within a Recorder Orb and store it for later usage. This spell also allows the user to activate any of their own Recorder Orbs at any time and can also be used to network Recorder Orbs together, meaning that in exchange for erasing whatever sound may have been stored in another of the users Recorder Orbs, the caster may broadcast a message from one Orb to all of the others they are in control of.

IIIM. – Ventrilo – Ventrilo, unlike the spells before it, does not make the user simply record sound. Rather the user sets up a field, and within this field, they control all flow of sound. The user can imitate any voice they have memory of, and can alter messages said by people in the field presuming they have enough concentration on the task. Ventrilo can also be used in conjunction with Recorder Orbs to play any sound that is picked up by the casters Orbs, or to create new sounds with any recorder Orbs within the perimeter of Ventrilo. Ventrilo’s normal perimeter is a dome with a 100 meter radius, though the shape can be changed with enough practice and planning.



Space Magic – Space magic is a sort of oddball among the metaphysical magic classes. It was the most favored by the creator of Metaphysical spells as a concept, but in the end, it only gained a total of two spells. Astromancy is possible though very hard to attain, even among the hardest to learn of mancies. In addition, very little has been done with it as it requires the mancer to comprehend the physics they seek to control.


IM. Sorl – The caster creates a space in which they can confine any object. The initial width of the space is dependent upon several factors. For example, the skill of the caster, how much control they have over the entropy of a given area, and several other things. When used by a master, it is possible to confine anything into a very small space and release it at any given time. Whether or not the closing area crushes all inside it is also a thing chosen by the caster.


IIM. Flas – The caster sets an item in a particular place and enchants it with Flas. The next time they use Flas, whatever they target will be instantly transported to the item first enchanted with Flas.



Mental Magic

Ia. Meb – The caster can selectively project their thoughts to all others within a 5 meter radius of themselves.

Ib. Gren – The caster can selectively project their thoughts and decide who within a 5 meter radius hears their projections.

IM. – Cie – When casting Cie, the caster can focus on one person that they know the name and face of, and as long as said person is within 300 miles, they will receive it. Cie can only be used on one person and it can only be used once per day, though the duration of the spell is up to the caster, it is quite an exhaustive spell, however.



IIa. – Slov – makes the target briefly lose focus, as if entering a daydream, lasts approximately two seconds, though this time is not definite and varies from person to person.

IIb. – Slove – the target becomes disoriented, as if spun around a good amount, recovery time and severity varies from person to person.

IIc. – slott – all directions the target perceives are reversed. For example, the target will, for the duration of the spell, the world upside down, when they seem to move right, they are actually moving left, forward is back, etc. etc. This spell lasts until the focus of the caster is broken.

IIM. – swit – This spell requires at least two targets. The caster switches one persons perception into the other, while still only having control of their own body. Victims view their body from a second-person perspective but still have control over it. This spell lasts until the caster loses focus. It can also be used in conjunction with Slott.



IIIM. –Siv – There is only one spell of this class within mental magic of the third variant. This spell allows the caster to read the thoughts of a person they are in physical contact with. This spell can only be used to find thoughts that the contactee would willingly give to a close friend. Deeper secrets are still very hard to access.



IVa. – Cauc – Cauc casts a bubble of 10 foot diameter around the target, within this bubble perception of size and distance is randomly altered. The spell loses its effect once the victim leaves the bubble.

IVM. – Masi – A more advanced version of Cauc, the bubble now affects all within its walls and has a central target, whenever that target moves, the bubble moves along with them as the epicenter. The bubble is 100 meters in radius. To escape, either the caster must enter the bubble or the epicenter must be knocked unconscious.



Movement Magic

Ia. – Niok – The caster points at their target, if the target was moving, then the target will fall either forward or back, whichever direction the caster points. Their speed falling down will be the same as the speed they were originally moving at.

Ib. – Ikon – Again, can only be used if the target is moving upon being hit. The target is now attached to a rope from the caster, and the caster can, for ten seconds, control which direction the target moves in. Their speed will be at whatever speed they were originally going.

IM. – Vion – Target must be moving. Upon hitting the target, the caster can now use any limbs they have to attach a rope to a certain part of the targets body, and the body part will go whichever direction its corresponding rope is moving. This lasts until either the target is unconscious, dead, or the caster has two of their ropes destroyed by having an obstruction get in the way of at least two at once.



IIa. – Ubthu – The target, upon being hit by this spell, loses all their hold on the ground and falls as if the ground beneath them had lost all friction. This spell lasts for only one fall, but can be cast multiple times at little cost to the caster.

IIb. – Uxil – Similar to Ubthu, but a ranged attack. Meaning that all within a 5 meter diameter of the epicenter of the attack are subject to the effects of Ubthu.

IIc. – Uind – This spell targets a single person and makes them lose all frictional hold on anything for a duration of roughly ten minutes.

IIM. – Uar – A kinesic spell which allows the caster to curse one person to be bound to an item. As long as that item is not standing rightside-up, the victim is forever doomed to remain lying down, and move as the item they are tied to moves. This curse is highly illegal and anyone found guilty of casting it may be executed without trial.



IIIa. – Celran – The target becomes trapped at whatever speed they were moving when hit by the spell until they come to a forced stop. (a wall usually)

IIIb. – grapaus – Steals the acceleration from any moving person, making them come to an abrupt halt. This spell cannot be used to send a person flying from the sudden stop, instead, the target comes to a standstill, though they can move again at will.

IIIc. – piyumos – A moving person hit by piyumos will continue at their original speed without stopping (until forced) however, the caster can continue to cast piyumos again and again at the same person to make them slowly increase in speed.

IIIM. – piyumalt – A moving person hit by piyumalt is imbued with all of the speed stolen from people via granpaus. Meaning their original speed may be instantly quintupled upon being hit. However, unlike the other spells, piyumalt victims no longer have control over the direction their body moves in (unless somehow accustomed to such speeds, and will continue moving until either dead, or colliding with an obstruction large enough to bring them to a full halt with no extra speed left.
 

Metaphysical races

I can't believe I didn't post this earlier. Here are the metaphysical races. Though these articles most likely need major updating, along with the rest of the races.


N: Unicircs: Unicircs are a dream race based around the concept of time. Unicircs tend to be shorter than most humans and are mechanical. Unicircs have a control over time and wield this advantage effectively during battle. However, the unicircs control over time is limited to themselves and those around them. A unicirc cannot age a building or bring people back to the dawn of time. They can merely rewind/stop/fast forward/etc. Unicircs are able to be spliced by the dream king with a karma of between -7 and positive 12 and a national balance of Nod.

N: Duopushers: Duopushers are one of the ten mechanical races crafted by the dream king. A duopusher is generally large and possesses a muscular physique. Duopushers have weapons crafted into most parts of their bodies, such as guns in their hands, and rockets in their feet. Their most powerful abilities however, stem from their ability to control force. This means that they control gravity and the force applied to an object. In combat, this means that a duopusher which simply touches an enemy may send them flying at incredibly high speeds. A duopusher needs to touch an enemy before they can control the forces applied to that enemy. For example, a duopusher controls the ability of push and pull, so if they wanted to find someone, they could not simply drag that person to them by reversing the forces of that persons body. However, if the duopusher has touched the person before, they may drag them from any place in Necros. The only way to break free of a duopushers control of body forces is to race splice into a different race. Duopushers are available via race splicing with a national balance of Nod and a karma rating of -20 or below.

N: Triburners: Triburners are another of the ten mechanical races created by the dream king. A triburner is of medium height and is usually indicated by their tendency of dress, which usually is adapted for very cold climates, or incredibly hot climates. A triburner controls the elements of temperature and thermal energy. They can drain all heat from a room, causing it to become freezing. They can also charge the molecules in the air to create heat in their surroundings and in objects, such as weapons or in others. A triburner can use this ability for good or for evil, triburners have been used as doctors for their ability to instantly stabilize fevers and hypothermia in patients, however, they can also easily kill by freezing a person or by boiling them from the inside. Triburners cannot actually produce ice from their body. They can, however, morph water into ice and then wield that. Triburners are only available via race splicing from the dream king himself.

N: Quatrafiers: Quatrafiers are a mechanical race of Nod, they normally look very unassuming and almost human. Their personalities are generally reflected by which aspect of sound they prefer to control. Quatrafiers possess the ability to amplify, silence, redirect, or create sound. They can make it so that they make no sound when approaching a target, or they could amplify a certain noise to painful degrees. In addition, a quatrafier may perfectly imitate another’s voice after hearing them only once. Quatrafiers may also redirect sound, for example, if a quatrafier wanted to hear a conversation going on just out of earshot, they could redirect the sound to encompass their area as well, and therefore, hear the conversation from a much larger distance. Quatrafiers are universally blind and must navigate either via echolocation or via vibration detection in the ground. Quatrafiers make very good scholars and weather prophets in that they can hear storms in the distance, as well as learn any language after hearing it once by using their powers of imitation. Quatrafiers also share a language which they themselves created and only they can hear and communicate in. Quatrafiers are a spliceable race with a national balance of Nod as well as a karma level of 0.

N: Pentahoppers: Pentahoppers control the element of space. A pentahopper’s appearance varies greatly, though they tend to be large and limber. A pentahopper possesses the ability to teleport and to produce clones of themselves. Pentahoppers also possess the ability of shape changing which allows them to assume any shape they choose, as long as they maintain their structural integrity. For example, a pentahopper cannot transform into an elephant, he can however, transform into the shape of an elephant. Pentahopper’s are only spliceable via the dream king.

N: Hexagunners: Hexagunners are a relatively rare race manufactured by the Dream king. Hexagunners are mechanical and each possess a personality trait that they embody to the teeth. Hexagunners are always equipped with various types of weapons that have different effects depending on the hexagunners personality. Probably the most unique feature of a Hexagunner is their ability to morph into any metal and add any nearby metal onto their body. Hexagunner’s are only available to be spliced on the island of Nod. A person’s karma level must be inhuman (extreme), and a person’s national balance must either be Doppelekereft, Sheol, or Nod.

N: Hectagaters: Hectagaters control the element of cause and tend to look very unassuming. A hectagater is able to use any ability if it serves the purpose for which they are created. This purpose varies greatly from gater to gater and as such, has caused Hectagaters to be banned from any further production. Hectagaters do not tend to be physically strong or able unless the situation calls for it so that they may continue their initial programmed goal.

N: Octobenders: Octobenders are the mechanical race which controls the element of mind. An octobender is able to warp perception, read minds, and unlock memories and cure mental ailments. Octobenders do not possess many physical abilities and must instead rely on their ability of mind to see them through. An octobender may warp people’s perception of him into that of another person, they may also overload a persons mind and make others think the target is schizophrenic. Octobenders may read a persons mind and can awaken repressed memories or make them forget key facts. Octobenders are employed greatly on the island of Vulcan in the division of corrections. Octobenders are spliceaable but have been illegalized by Vulcan.

N: Nonamovers: Nonamovers control the element of motion and movement. Nonamovers tend to have the appearance of a normal human with extendable arms and legs. A Nonamovers elemental control stems from the ability of movement. A nonamover can change a persons velocity, polarity, or other functions of movement. Nonamovers are a spliceable race with a national balance of Nod and a karma rating of -15 or below or 15 and above.

N: Decamist: A decamist is the mechanical race of the element of object. Decamists also have an incredibly variant of racial appearances. A decamist is not much of a fighter, however, is a giant inventory. A decamist possesses the ability to transform into any object that a decamist is has used before. For example, if a decamist has used a potion before, they can transform into a potion and may do so all the time. Decamists may also transform parts of their body into various weapons that they have used or been hit by before. Decamists are spliceable only by the dream king himself.

Metaphysical magic part 1

Metaphysical spells work in much the same way as elemental spells do. The exception being that there are different variants of power for a metaphysical spell. They also share a progression of spells like elemental spells, but in rare instances they might also progress to a master variant of a particular spell. Therefore, a metaphysics mage has two options. They may either progress to the master variant of two particular spells, or progress to a master general spell and learn weaker variants of multiple spells and eventually a weaker version of mancy. Metaphysical mancies are not classified by offensive and defensive titles, rather, they are titled based on their level of progression and their variant.

Ia, Ib, Ic, Id, IM
IIa, IIb, IIc, IId, IIM
etc.

The metaphysical mancies are as follows:

Tempomancy
Gravijomancy
Thermomancy
Acoustimancy
Astromancy
Neuromancy
Kinesomancy

Time Magic – Time Magic is, as is implied, the ability to control the flow of events within a given area. The mancy that allows for control of time is tempomancy. Time magic, and in fact all of the metaphysical spell classes, are considered strange arts and are often outlawed in most fights save the most extreme cases due to the strange nature of them. Vulcan Enforcers are usually allowed to use metaphysical magic. Despite advancements in the fields of time magic, there have still been no known successful cases of seeing into the future or fast-forwarding time.
Ia – Dag: Dag allows the caster brief ability to rewind time. As an A variant, time can only be rewound for the caster him/herself. Allowing the caster to recover from what would normally be fatal falls or situations. They may only rewind themselves up to ten seconds.
Ib – Dagg: Dagg allows the caster once again the brief ability to rewind time. However, this variant allows the caster to not only rewind themselves, but rewind everyone else by 10 seconds as well. All effected by this spell maintain knowledge that they have been rewound. It is only effective within a range of 20 feet of the caster.
Ic. Gadg: Allows the caster to rewind time for themselves and everyone within a 50 foot radius of the caster by anywhere up to one minute. Whatever time period the caster chooses remains uniform for all those affected by Gadg. With the exception of the caster, those who have been rewound lose all awareness of having been rewound.
Id. Gaddg: Same as Gadg. Radius is now 100 feet. Time limit is now 5 minutes. Uniform for all affected. Caster may now choose who loses awareness and who does not.

IM: Remen: Same as Gaddg. Caster may select those affected by spell instead of affecting everyone. Caster may also select who loses awareness among those affected. Caster may also rewind objects at this point (with past spells, if the affected had dropped their weapon before getting hit, their weapon would remain on the ground, as the rewinding does not work on non-living objects. With Remen, inanimate objects are affected as well.
IIa. Ces – Causes all living creatures apart from the caster within a 5 meter radius to freeze in place for 30 seconds.
IIb. Caes – Same as Ces, range is now 10 meters. Time is still 30 seconds.
IIc. Caesu – Same as Caes, range is still 10 meters. Time is now 1 minute. User may select some to remain unfrozen.
IId. Caesur – Same as Caesu. Range is now 20 meters. Time is now 2 minutes. User may select who is to remain unfrozen. Spell may be deactivated at any time.

IIM. Caesura – Same as Caesu. Range is 25 meters. Time is now up to 5 minutes. User may select who is to remain unfrozen. Spell may be deactivated at any time. Inanimate objects are also affected.
(a note was scribbled under the text about time magic)
"She found a way...."

Gravity Magic
Ia. Ballist – Grants the caster the ability to double the height of their natural jumping ability. The caster will still fall at a regular rate once at the height of their jump.
Ib. Buoyank – Grants the caster the ability to jump while already in the air. The spell lasts up to a total of five jumps.
IM. Lev – Allows the user to fluctuate gravity on themselves at whim, as long as it lowers the effects. In other words, the caster cannot make themselves weigh more, but they can make themselves as light as they wish.

IIa. Crush – A spell one imbues into a physical attack. Will send most opponents flying a sizable distance, if the opponent hits a wall during their flight, then they will feel an impact of gravitational force push against them as well.
IIb. Cringe – A higher powered version of Crush. Will fling an enemy with a force triple the force of the attack delivered to that opponent.
IIM. Splatter – A master version of Crush and Cringe. Flings an opponent and applies several triplicate force strikes into the opponent.
IIIa. Reverse – Reverses the gravitational polarity of a single target. Lasts for five minutes.

Summoning magic

 Summoning

------------------------------------
Summoning magic is considered by many mage scholars to be the oldest of magic in Necros.  While elemental magic is the first to be recorded with human use, it can be theorized that summoning magic has existed since the very dawn of Necros itself.  Summoning magic deals with making a compact with a Necrotian god and being able to summon items from their realms.  Summoning magic does have four schools, each containing three summonable gods. A person may only learn one school of gods.

School of Nations

Yig, eternal wall of Archimede
D1 – serpents pass – summons a tight wall around the caster, preventing all attacks from entering.
O1 – snake bite – summons the poisonous sword, Gamel,  which the user may wield for ten minutes. There is no cure for this poison, and the nature of the poison changes frequently.
T1 – coil – allows for faster transportation by summoning the serpents hook, an object capable of pulling anything it grabs (even places) closer to the holder.
S – Constrictions – the opposite of serpents pass, a case is formed around an enemy. This move can be used offensively, by crushing an opponent, or defensively, allowing the caster time to formulate a new plan.

M – Serpent Lord – Integrates briefly with Yig, grants acidic touch, incredible speed, constricting strength, and ability to leave after-images (also allows user to wield Gamel for the duration of the spell) wounds can be shed off. Only usable once per month. Lasts 10 minutes.

Yhoundeh, the sword of Sheol
O1 – Pride of Marduk – Grants user the use of the orb of Marduk, a magical sphere which will alter the users race into a demonic one (random) and grant the user complete mancy of a random elemental school (lasts ten minutes)
D1 – Bane of the dead – summons the armor of Crowley, an armor which takes control of the users body and will aid them greatly in combat for five minutes, while protecting them from all attacks.  Leaves the user disoriented briefly.
T1 – Shadowrunner – grants user the boots of Cerberus, allows user to gain instant teleportation powers for a brief time.
S – Drain – the summoner is given the horn of manticores, allows user to drain life energy to supplement their own. Drains from all forms of life around caster. Caster not only gains their energy and health, but power briefly. Downside: also absorbs ailments, which will stay with the user while the powers will leave.

M – Demon King – Integrates briefly with Yhoundeh, granting all of the above items, as well as immense strength and ironclad will. (meaning caster will keep on fighting even if their legs are blown off) Disactivates after ten minutes.

Eihorg, the Wings of Doppelekereft
T – freedom - grants the user 3 sets of fully functional wings, and grants user instant flight, lasts for up to half an hour.
O1 – imprisonment - Summons the chains of Comerk, allowing user to restrict and strangulate anything and anyone the chains come into contact with. Only as powerful as the users will, if a summoner is of weak conviction, the chains may be used against them. The chains are unbreakable.
D1- Shackles – Creates a cage for the user in which nothing may enter or leave. Lasts ten minutes.
S – Vacation – summons knife of casniock, a blade which allows the user to enter another’s mind.

M – The Phoenix queen – Integrates briefly with Eihorg, allows user to fly, and wield an advanced version of the chains of Comerk.  Will instantly regenerate any wound that the user wishes to heal and grants the caster speeds of up to mach 2.

Final Master Spell – Divided we stand – Integrates all three national gods at once. Only usable in times that the world is in mortal crisis.  Grants user, both swords, wings, and all other spells and weapons available via national deity summoning. Lasts for five minutes, after which the user is sealed away into the void.

School of Nature

Cyaegha, the Shaper of Oceans
D1 – Plane of Water – Creates an orb around the user which will throw aside anything which enters it.
O1- Liquidous Composition Limitations – Breaks the limitations of composition by calling upon the gauntlets of Platones, anything punched by the caster will decompose into a liquid state.
T – Partings – grants the summoner the staff of Gehenna, allowing user to part any body of water that the user seeks passage through. The body will remain opened and any who touch the walls are instantly swept into them and drowned. Spell ends when caster reaches destination.
S – Remnants of the deep – grants the user access to any item lost to the oceans. Whether they be simple necklaces or entire fleets of battleships, the ocean will grant them to the caster and fully restore them to their original state for a brief time.

M – The watcher of waters – Integrates with Cyaegha, allows caster to have complete and total aquamancy as well as wielding all of the oceans creatures in a 10 mile radius for any use for ten minutes.

Ghatanothoa, the Flame Eternale,
O1 – Erupt – Conjures the axe of Ophiuchus, a celestial weapon able to siphon magma from the mantle and wield it in battle in the form of an axe.  Whatever the axe hits will be burnt by the magma, and, once the spell ends, sucked away with the magma back into the mantle of the planet.
D1 – Volcanic shell – creates a hardened wall of magma around the caster. Able to burn anyone who touches it.
T – Cometesian – The caster is protected by the flame of Ghatanothoa, allowing them to run into anything with no fear of being hindered. The fire can burn through anything it touches, allowing for a person to run through walls, forests, and even oceans, surrounded by a wall of protective fire which will burn all in its path.
S – Incubate – Heats any surface to any amount the caster desires.

M – Keeper of the Everflame – Integrates with Ghatanothoa, results in a body which is unable to be touched due to the heat it exudes, and grants user the power to burn away most spells aimed at them.

Shathak, the Mountain Carrier

T – Landscaper – grants user the hammer of Cthylla, which allows one to level any surface temporarily.
O – conductors – summons the baton of atlas, which allows the caster to raise mountains at a certain point, great for jettisoning enemies into the air.
D – carapace – makes the skin of the caster into a surface tougher than all mountains.
S – convergance – calls upon different mountains in Necros and sends them to a certain point.

M – New World Composer – integrates with Shathak, able to permanently alter up to two mountains permanently.

Final Master – Powers that Be – Integrates with Cyaegha, Ghatanathoa, and Shathak at the same time, grants all weapons, and full mancy over all elements. Mancy can be conjured in this state by thought alone.  User is able to blend into any element and is able to command all elemental creatures for a period of time. Once the spell ends, user is cast into the void.

School of Cycles

Pallor/Umina , The dueling Sky
D1 – shroud of ice and fire – conjures a wall of tidal waves and solar flare to protect the caster.
O1 – Solar flare/Cosmic Wave – If it is day, a solar flare is sent to hone in on a single opponent. If it is night, a torrent wave will attack instead.
T – tides – (only usable at night) Pulls an object in a way similar to the serpents hook.
S – Sunblind/shroud of night – Conjures a solar bomb or a night veil to blind an opponent

M – Master of (Day/Night)- Depending on the time of day, either Umina or Pallor is integrated, granting the caster full control of either all temperature or the control of all gravity/tides.

Glaaki, the Endgame
O1 – Soular Flare – Grants the user the mirror of Zaler, a device which can absorb all pain ever collected in an area and fire it at an enemy. The mirror will ingrain itself into a persons hand and will fire whenever it is not covered. The mirror will not disappear until a life has been taken with it.
D1 – Bane of the Nevermore -  Summons all defenses used by the souls of the dead (including their own bodies) of a certain area to defend the caster.
T – Graveyard – grants the caster the spear of Catacombs, which allows them to travel forward in time and observe the future at the cost of some of their lifespan.
S – Falsefall – Grants the user the medallion of ankasha, a two-part medallion which will transfer any souls to the opposite body for as long as the medallion is worn by both parties. This can allow someone to fake a death, gain incredible strength (by being put into a powerful body) or get memories from the dead (the brain of a dead person retains memories, not the soul)

M – Gamer of Destruction – The caster integrates with Glaaki, allowing them to end life with their right hand and switch souls with their left.  They gain use of the Scythe der Muertos, a  scythe which can cut through anything (even space and time). Integrating with Glaaki cuts ones life in half.  The integration ends when a life has been taken.

Ithaqua, the Vibrancy
T – Flow Rider – Grants the user the board of Vivre, a device in the semblance of a skateboard. Using this, the caster can travel the flow. (The streams of life energy emitted by all living things)
O – Breath – Grants the user the mask of Laozi, a mask which, when worn, grants the user the ability to breathe life into the lifeless, whether they be deceased, or simply inanimate.  The new lifes are able to be controlled by the wearer for ten minutes.
D – Reversion – A spell which may only be used defensively.  It produces a barrier. Anyone who enter is turned into a newborn child, or if it is a spell, the spell reverts into a harmless state of natural energy.
S – Lifestream – Unlocks the casters true potential, transforming them into a state where they use their full physical, mental, racial, potential in a fight.

M – The Soothsayer – Integrates with Ithaqua, grants the user an army of all life.  User is reverted to a child for a week afterward.

Final Master – Circadian Fiesta – Integrates with Ithaqua, Glaaki, and Umina or Pallor (depending on time of day) grants the caster full control of life, death, and temperature/tide. Spell ends when a life has been taken, a life has been created, and at the opposite time of the sun/moon god. Once the spell ends, the user is cast into the void.

School of Cosmos

Q’yth-az, the Judge
D1 – Cubism – Constructs an impenetrable cube which will defend the caster from any incoming stimuli.
O1 – Dismission – Reduces an opponent to a simpler state, one in which no violence may occur.
T – Reduction – Allows the user to travel through a plane in which no cities exist, allowing for easy passing of obstacles.
S – Kinetics – stops all motion except for the caster.

M –Final Judgment -  Integrates with Q’yth-az, allowing the caster to stop anything at whim and to alter anyone’s karma value at will. Also grants the user the ability to change their race at will.

Zushakon, the Spectre
O1 – Dirac – Random effect  (offensive)
D1 – Sagan – random effect (defensive)
T – Schrodinger – Random effect (transportation)
S – Heisenberg – random effect (specialized)

M – Maddening Dance – Integrates with Zushakon, lord of chaos.  This grants the user several special abilities none of which are easily documentable or describable.

Hastur, the all-father
T – Sesam- Grants the user the ability to create a bridge to join any two points together.
O – Army of the gentry – Conjures an army of the neverborn to fight for the caster.
D – Barrier – Creates a barrier…
S – All – uses any spell the user wishes, whether it be metaphysical, elemental, status, illusionary, or summoning (even from a different school)

M – King of Kings – Integrate with Hastur, grants access to omnimancy and creation magic.

Final Master – Lord of Lords – User ascends to the rank of a god for a brief period of time by integrating with Hastur, Q’yth-az, and Zushakon.  User can command as they please for a given time before being erased from all existence.

Personal Deities

Another method of summoning magic exists in Necros.  This is the magic of personal deities.  Using this method, anyone can turn anyone into a summoned creature to use for their own purposes. It requires the presence of a Lych, a comeri, and a priest of Hastur.  A person is killed and their soul is trapped by the comeri, then, it is forced back into the body by the lych.  The person now exists as a reborn summoned creature.  Their body will not respond to stimuli and will be preserved in the place where the process was performed.  One person may form a bond with this new life-form and call upon its spirit as a summoned creature.  The spells for these creatures are unique to each one, however, integration with these creatures can have negative side-effects, as the personal summon will slowly begin to control the integrated body.  The two are conjoined and if the summoner dies, the P.summon will forever be sealed away, only able to communicate, but never able to take on a new form of life.

Status Magic

 Status Magic – status magic is considered an interesting field in magic by many. It has no division into schools and is the only magic to grow a tendency towards positive or negative karma depending on how it is used. All status magic is of the special class save the two master spells themselves.
----------------------------------------------------------

Status magic is only in one school

Mend – cures basic wounds (does not give psychologic wellness)
Vig – doubles muscular strength for up to one minute.
Rev – gives psychologic wellness (does not heal wounds)
calm – calms the infuriated or sad
Libi – infuriates the opponent
Mel – saddens an opponent
Cure – heals wounds both mentally and psychologically
Sed – sends a muscle into atrophy for ten minutes
Lep – nulls pain for ten minutes (good and bad thing)
Mote – causes the paralyzed to regain motion
Blis – blinds an enemy temporarily
Mut – causes a target to become mute and therefore, unable to cast spells temporarily
Cras – causes a target to become deaf temporarily.
Som – causes target to fall asleep
Eck – wakes target from any sleep
Caf – speeds up target for ten minutes
Han – slows down target for ten minutes
Per – paralyzes a target
Recover – causes a fainted target to recover
Clesta – recovers any and all status abnormalities
Regene – can heal major wounds but not cause psychologic wellness
March – causes psychological wellness to someone on deaths door. Causes target to ignore pain and gain a newborn fighting spirit to give a final burst before they die

Status magic has two master spells. A mage can only learn one. The mage may not choose, the master spell they learn is predetermined by the mages actions and predisposition. In addition, a mastered status mage does not become a mancer, but does gain silent spellcasting.  This allows the mage to use multiple white magic spells at once without having to speak or do any sort of special movement.

M 1 – Ashborn – can revive the recently dead. Spell causes recently dead to be revived with whatever killed them still present (useful if a team of status mages is present). In addition, the mage who cast the spell will remain unconscious for 60 hours. (two days in Necros)

M 2 – Agonfield – a spell which is used for very offensive purposes. Every status mages body contains an internal record of all the pain they have healed, and all the wounds or damages (physical, mental, emotional or otherwise) they have alleviated. Using Agonfield causes all the pain alleviated by a status mage to be fired in a projected beam of pain which may only be used on one target. This often causes many victims to die or go insane on the spot from the sheer amount of pain experienced all at once. In retribution for using what was branded by gods as an evil spell. The caster grows a large, visible black scar on their body. The scar does not cause the caster any pain but is seen by many as a mark of evil. The more black scars a person has, the more a person is feared generally. It can often make people into a very powerful force, but it may also make them into a pariah. The spell may only be cast once a month.

Other elements

 DARKNESS – darkness magic is a magic which is often not used for attack.  Darkness magic is used as a specialized magic to aid in combat.  It does not require any prerequisites to learn, however, it takes a rather long time to learn. Doing so, in addition, makes light magic harder to learn.
----------------------------------------------
S - shad – creates a small shroud of darkness. Good for fast getaways.
T - Ater – creates a shadow which the caster may use to teleport to another shadow
O - Atra – casts darkness onto an opponents eyes, blinding them temporarily.
S2 - nuit – sucks all light out of a certain area. (only usable indoors)
S3 - soir – (only usable at night) creates clones out of the darkness to aid in throwing off an opponent

M - lune – able to fuse into another’s shadow and control their shape from within.

LIGHT – light magic is, like dark magic, not a very offensive magic.  It is mainly learned for aid in special situations, or for fast travel. Light magic is hard to learn if dark magic is already present, though it is hard to learn anyway.
----------------------------------------------
S - Lum – a lighting spell that casts a small ball of light to illuminate an area.
S2 - Ierre- if any moderately usable reflective surface is available in 100 meters, the caster can see the image reflected by it from as far as 100 meters away.
S3 - Pika – sucks away all present darkness (only usable indoors)
T - Tona – (only usable during the day) allows user to teleport to anywhere there is visible light. (within 100 meters). This spell can only be used once per encounter. (though usage amount grows by one per encounter)

M - Sol – allows user to bypass any attack for 2 minutes (only usable once per encounter)

POISON – poison magic is considered an outcast among the elements.  Poison magic is often considered the most devious of magic, as it requires full mental concentration on torture of an opponent to use.
--------------------------------------------
O - Tox – creates a small ball of poison which is able to be manipulated by the caster
D - Detox – causes caster to become immune to poisons and allows user to remove their own poison (each poison mage has a unique poison)
S - Fect – allows caster to infect any food or drink with their poison. The more poison present, the more visibly noticeable the change.
O2 - isona – summons any toxic substance around and projects it as a weapon.
D2 - imu – allows user to become immune to any toxin for 3 minutes.

M - Bloodscratch – if the caster can draw an opponents blood, they will be able to infect the opponent with a poison that targets the brain and will randomly (and I MEAN randomly) hit the user with a certain spell. This spell is incredibly slow and takes a while to cast. Though once it hits, it becomes like sorb, in that it is irreversible without surgery, or the death of the caster. (or splicing into a poison changeling)

PLANT – plant magic is one of the longest disciplines to learn, however, once it is learned, it is not learned successively, but all at once. Plant magic requires active thinking and constant preparation on the part of the mage. A knack for imaginative plant combinations, and a willingness to experiment are considered essential to learning this cousin of alchemy.
---------------------------------------------

S - Cultis – caster may use cultis on plants to extract seeds from them, these seeds act as the plant mages ammunition.
S2 - Sprout – caster is able to grow any sort of plant they have extracted seeds from.
S3 - Mix – caster is able to use this spell to breed together plants with various things to give the new seeds a desired effect.
S4 - Rooten – once shooting a seed, the plant mage is able to control the plants rate of growth.

M - timbre – the plant mage uses this move by combining rooten with dumping all of their seeds, this causes a rapid overgrowth of plants to consume the battlefield and act in a nearly living manner.

METAL – metallic magic is seen as the opposite of plant magic.  As such, it is harder to learn metal magic when plant magic is already known, and vice versa.  Unlike plant magic, metal magic may be learned faster, but is not learned all at once as plant magic is.  Metal magic requires one have blood on their hands to master.
---------------------------------

S - Alloy – mage can gain the working knowledge of any machine unit that is still in possession of its memory chip.
S2 - Mag – mage is able to manipulate certain metals (depends on what machines they have used alloy on) and manipulate them in many ways
D - Leper – mage is able to cover his/herself in a metallic shield
S3 - Gambit – mage is able to decompose machines to turn them into metallic dust which is available as the mages ammunition.

M - Doolb ruoy ni nori hcum oot – caster is able to decompose a living being into the metals which compose it.

Advanced Elements

 SMOKE – Smoke magic can often be seen as a blend between poison magic and wind magic.  Smoke magic requires that the mage knows some air magic.  The only other prerequisite is that the mage in training must build up a tolerance to the smoke which they seek to use.
--------------------------------
S - fumo – able to create clouds of smoke which may be manipulated
D - shroud – creates a screen of smoke which trails behind a person, creating a small shroud
D2 - scure – causes a large field of smoke to cover an area.
O - snarl – causes smoke that follows an opponent around causing them to choke.

M - sorb – highest level of smoke magic, able to absorb the liquid out of people or objects using smoke, dehydrating and killing a person. Sorb may also be a delay spell, meaning a person can die from sorb whenever the mage commands it. If they have the smoke in their system, they are a time bomb until either the mage dies or the user has their systems pumped. (Or if the user becomes a smoke changeling)

SAND – sand magic is often considered a higher grade version of earth magic.  While it is not as versatile in battle as earth magic, sand magic allows for much faster casting and control.  Sand magic requires at least some knowledge of earth magic to learn.
-------------------------------------
O - Aren – causes small sandclouds to appear and attack the enemy.
D - Suna – causes a sand-shield to arise to any attack.
O2 - Psam – creates a large pool of quicksand that may suck an enemy away.
S - Cense – condenses sand into rocks, which are controllable for 3 minutes before they are only able to be controlled by earth mages.
D2 - Dest – creates a large encasing of sand which covers the caster.

M - Arid – creates a large torrent of sand able to be manipulated in any way by the caster

ICE – ice magic is considered the alternate to water magic. Ice magic requires some knowledge of water magic.  Ice magic is a rather offensive magic. It is hard to learn and to master it, a mage must have blood on his hands (killed someone)
-------------------------------------
O - hie – creates an ice coating over a weapon which can spread cold to whatever it touches.
S - rin – causes a surface to turn into ice, making opponents slip.
O2 - stal – creates a stalagmite of ice to impale an enemy
O3 - trav – caster touches a surface and causes ice to travel along it, freezing anything across that surface.
O4 - chi - sends an ice trail from the caster, can trap/freeze opponents. The speed of the ice increases with experience.
D - fro – creates an icy armor which cannot be physically touched. Armor can be melted, except for extreme cases in which it is casted by a high level ice mage.
S - kry – freezes any liquid
S2 - gloce – can freeze a person or object to store it for an indefinite amount of time.

M - Stalfor – creates a forest of stalagmites which may morph and grow indefinitely so as to continue aiding in impalement. (Caster is stored at a stalagmite in the center of the forest for three minutes as the forest continues to grow and seek to impale)

LIGHTNING – lightning is considered the most offense-oriented elemental field.  Lightning requires that the user have some knowledge of fire magic.  Lightning magic, like ice magic, also requires that the user have blood on their hands to master it.  Lightning magic, while powerful, can often be damaging to the mages body.
-------------------------------------
O - spra – creates a small jolt of electricity which can cause a small shock
O2 - bolt – sends out a large electrical tesla to deliver a shock to an enemy or short circuit a machine that is aimed at.
O4 - lightning – creates a large electrical energy capable of shocking opponents, and short circuiting any machinery in the area.
O3 - claus – creates an electrical field which short circuits all machinery within it.
D - pola – creates a force field of electrical energy which repels anyone who touches it.
S - jolt – can rejuvenate the organs of a body, sending an electrical surge to “give them life”.

M - Zeus – creates a large electrical storm, capable of frying circuits, and forming teslas in between opponents.


Basic elements

 FIRE – fire magic is considered the basis of all other offensive magic classes. The basics of fire magic are almost universally known. However, very few continue to learn fire magic to mastery. Fire magic is especially hard to learn if wind magic has already been mastered.
----------------------
O1 - Pyrine – creates a small ball of flame at a given area that can be controlled for a couple of minutes
O2 - Pyrista – creates a small fire which can be set to catch a certain area ablaze
S - Embros – creates a medium sized streak of fire which can be manipulated as the caster desires
O3 - Blaze – can set a room aflame
O4 - Flare- creates a large shot of fire
D1 - Phoenix – creates a wall of flame
D2 - Phoenix2- creates a wall of flame that is able to be controlled and manipulated for a period of time
T - rockecha- user creates flames from a certain part of their body and is able to use them as rocket propulsion

M - Meteor- user turns into a ball of flame and is able to propel themselves around for a small while

WATER – water magic is the second hardest of the four basic elemental classes to learn. Water magic requires a caster to concentrate while casting and while not as offensively useful as fire magic or earth magic, it is considered more versatile. Water magic is harder to learn if you’ve already learned earth magic.
------------------------------
S- quench – a small self-contained pool of water appears, able to be controlled
O - hydros- a jet of water comes forth to fire an opponent away. In rare instances, may be used to drown.
O2 - welter- draws water in from around the user. Including from within living bodies
O3 - desert - a more extreme version of welter, forcefully drags out water from a person’s body, acting as miniature bullets
O4 - Drown – fires a large torrent of water
O5 - Tsu – calls in a great amount of water in wave-form to crash down on an opponent
O6 - tsu2 – in addition to the wave, bullet-like rains fall down onto the opponent

M - whirl – user creates a sentient whirl of water around themselves. Those caught in this whirl are tossed about madly, or can be held inside to drown

EARTH – earth magic is rather versatile in that it is not only very offensive, but provides great defense for those who learn it.  Earth magic is harder to learn if you’ve already learned water magic.
-------------------------------

O1 - sly – able to manipulate groups of pebbles and fling them off in different directions at high speeds.
D1 - strick – drags a small amount of rocks or dirt to protect a certain area of the body from a wound, the earth may then be flung away by sly.
S - sidus – breaks down rocks into mud or quicksand. Able to be used on cobblestone streets.
O2 - slam – able to manipulate rocks of about the size to a persons head. Able to control the rock within a range of 100 meters.
S2 - separate – able to slice rocks using geomancy and to part boulders
D2 - clar – creates a thick, rock based armor for the user to wear. Armor varies in thickness depending on skill of earth magic, but can rival, or even trump golems in some cases.
O3 - quake – able to upset the rocks beneath an opponents feet, causing them to shake and toss the opponent about.
O4 - break – able to crush rocks down into sand and then manipulate the sand for three minutes (after that, only a psammo-mage can control it then)
S3 - casse – able to trap a person in rocks. As long as the mage remains fixed in a position, the rock cuffs will grow and continue to cover the opponents body.
T - Bur – tunnels through earth. Only usable until the caster runs out of breath.

M - rish – creates an armor of rock which is able to be manipulated and grown onto.

WIND – wind magic is the most difficult of the four basic elements to control. Wind requires a small amount of the other three major elements to use it. Wind magic is hard to master if fire magic has already been mastered. Wind magic is also hard to learn as it requires one to have knowledge of air purification, a very basic spell not listed, but always needed.
-------------------------------------
S - brist – manipulates a small breeze.
O - not – creates a small twister which is manipulated by the user. The twister can be no larger than the caster and can extend no further than 40 yards.
O2 - zeph – creates a strong pulse of wind to shoot opponents.
S2 - aquil – creates small objects out of air to manipulate and use.  These objects may not cut, but may be used to pick up and fire other objects/debris. (objects may be no larger than the caster)
S3 - vent – able to generate oxygen to breathe in places without oxygen.
D - turb – creates a series of tornadoes which may be used as armor and can shoot off of the casters body.
T - lift – allows the caster to fly for a short period of time. Time spent is equivalent to the persons weight/200 (i.e. a caster who weighs one pound may stay in the air for 199 seconds. A 199 pound caster will only last for one second)
O3 - perna – able to control large amounts of wind. A strong wind mage using perna is capable of uprooting trees and flinging people around in their winds.

M - cyclos – the highest grade of wind magic, the user casts a large tornado around themselves which they are able to manipulate from within. The tornado lasts for five minutes and travels faster with each cast (1 cast – 1mph.)

Magic in Necros. (Elemental introduction)

 Magic is the lifeblood of battle in Necros.  Apart from your genetic abilities and weapons, magic is your greatest friend in battle.  Magic is divided into five schools: Elemental, Status, Summoning, Metaphysical, and Illusion. Today, we will focus on elemental magic.


Elemental magic utilizes the powers of Necros’ 13 natural elements. Fire, Water, Earth, Wind, Smoke, Lightning, Poison, Ice, Plant, Darkness, Light, Metal, and Sand.

Spells are cast by calling out a name and performing a motion (changes for each caster). Spells are learned in succession of intensity, each elemental spell class contains at least one master spell, which can only be learned after all the other spells in the class are learned.

After a mage has learned every spell of a certain element, they may continue to advance in their spells to the point of mancy. Mancy allows a mage (now called a mancer) to control aspects of not only their own spells, but other mages spells in that element.

The names of the mancers are as follows:
Pyromancy
Hydromancy
Terramancy
Ventomancy
Fumomancy (smoke)
Electromancy (lightning)
Toxomancy (poison)
Kryomancy (ice)
Chloromancy (plants)
Umbramancy (darkness)
Lumimancy (light)
Karamancy (metal)
Psammomancy (sand)

Spells are divided into multiple classes:
O – offensive
D – defensive
T – transport
S – Special
M – Master