Magic

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Magic in this world not only plays a part of the economy's growth which has changed the daily lives of the world's inhabitants, but it is a vast and wild enterprise that has yet to be mastered in full. The common sentient being is faced with numerous limitations, setbacks and obstacles preventing them from even learning one single practical-use spell, and thus a proper education on the subject is needed before anything can be cast.
There are countless scholars, schoolhouses and cults, all which provide such education for a hefty price (though some of the luckier ones may get their education scott-free), and among them is the great University of Magic in the small continent of Towa. Any *Majig to graduate the maximum of twelve years there is bound to come out at the level of a great scholar.
While this section may not provide a University-level education on the Magic of this world, it can at least provide the most essential information. The first thing one must need to know is what this magic is, how magic operates, and how it affects the world.

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When looking at the diagram below, it is important to understand that each talisman represents the element and the plane in which it resides, as each element has its own plane of existence. The diagram depicts a pentagram within a pentagon, sitting atop a large disc.
The central 'room' of the pentagram contains the three Inner Manifest, and the five talismans connected to the corners are the Outer Manifest.
Unlike the Inner Manifest, the Outer Manifest can be combined to each other, but only the ones directly next to them on the pentagon.
Thu uiwa aqu jar kat holo bara nihi thu-uiwa uiwa-aqu aqu-jar jar-kat kat-thu
(You can direct yourself to the category of any element in the 'Book of Spells' section by clicking on the corresponding glyphs in the diagram)

The Outer Manifest show as follows, working from the top clockwise;
Thu - Lightning
Uiwa - Wind
Aqu - Water
Jar - Earth
Kat - Fire
The Inner Manifest shows as...
Holo (top) - Dark
Bara (bottom) - Light
Nihi (center) - Void
When using Magic, one must understand that they are summoning the source of the element they desire from a plane not of our own. The element in question comes forth into 'manifest' in our world from the one it resides in, and when combined, the elements converge into a single form.

It is true that when a great amount of magic collects in one area, it becomes sentient. It takes exactly five powerful Majigs and a host to summon a sentient element, as without a host it will disperse within moments. A spell such as that is called a 'Manifest Summoning'.
Because of this knowledge, the 'manifestations' have been considered to be Gods for many centuries. However, recent discoveries have led scholars to believe that the elements gain sentience only when Manifest Summoned.
Not much else is known about the method of magic's transferral from one plane to the next, but there are countless theories and speculations.

There are equally numerous theories on the source of these elements, especially the Inner Manifest, Bara, Holo, and Nihi, but many scriptures, prophetic readings, and other such sources have affirmed that the elements, especially the Inner Manifest, are in fact the source of the world's creation.
One of such accounts is an ancient tablet assumed to have been written by a great Catkin Majig, Chiaz, back in the age when Beastkin had only just made their existence known.
Here is an excerpt. Some parts are missing due to mistranslation;

"First, there was nothing --- -- --- ------
Nothingness stretched infinitely because there was no space
and nothingness existed eternally because there was no time.
It was empty.
It was nothing.
-- --- ------

Next, the nothingness ---- --------
And yet still it was empty, still it was infinite, still it was eternal.
---- -- --- ------

Next, the nothingness ---- ----.
It ------ matter. It ------ substance.
It ------ light, and dark, and sound,
and so formed these things from the nothingness.
A chaotic mass of everything,
but still it was nothing.
--- ---- -- --- ------

Next, the nothingness ---- -----------
It separated itself from the matter,
to shape entities with and of --------
The matter separated itself into its own form and existence.
Light and darkness separated and shed itself upon the matter.
One giving 'life', the other giving 'freedom'.
So too did the solid base which gave crust and solidity to the matter.
So too did the raging bearer of light which melted and formed the crust.
So too did the currents of energy which excited the matter into forming an atmosphere.
So too did the bellowing breaths which moved and bore into things.
And, so too did the flowing substance which filled the cracks and harbored life."

It's uncertain as to whether these scriptures bear any truth, that 'nothingness,' or 'Nihi,' is the source of all creation. But many of those who have taken part in 'Manifest Summoning' claim it to be so.
However, there are some, even those who have performed in a 'Manifest Summoning,' who remain faithful to old beliefs, especially that Bara is the source of all creation, and the only true God.

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While understanding the world of magic is needed in order to use it, it isn't the only thing required to properly harness it. It's very difficult to express through a text book how to summon and cast magic, especially when it says to "use your 'Astral Arm' to feel the activity manifest through your void-space". It obviously makes no sense to someone who doesn't know what a Void-space or an Astral Arm is.
Every living creature, intelligent or not, possesses a 'void-space'. This is an emptiness within what's believed to be the soul, or 'id', but the Void-Space is one of those supersensible substances that have yet to be fully uncovered.
Majigs and other magic-users describe the feeling of summoning magic as 'reaching through [one's self] and pulling, luring, or beckoning [magic] out into the physical world.' That's where the idea of an 'astral arm' comes in.


(Above is a figurative depiction of the concept of the 'Astral Arm' being used in someone's Void-Space.)

Your Astral Arm is basically one's ability to access their own Void-Space and the things beyond it. Another supersensible substance, like the Void-Space, it can not be seen or felt physically.
One's Astral Arm may start out seemingly nonexistent, and because of this it may be impossible to even start to use magic without experiencing pain.
However, the Astral Arm of a person expands from and improves with their body and their knowledge, specifically of the arcane. That is, the more you learn and grow and improve in strength, the more you'll be able to 'feel' and 'use' your Astral Arm.
This also improves your Astral Capacity, which determines the extent of the magic you can gather and summon in one casting.
It takes a considerably powerful Astral Capacity to combine two elements in a casting, and even more-so to use higher power spells and even enchantments.
(One can also improve their Astral Arm artificially by using a Rune, or Runestone when casting. These rare jewels amplify a person's Astral Arm and Capacity depending on how much power was put into it- but using such an item is considered cheating. (Also, it is possible for a person to combine their magic with someone else's in order to create a more powerful spell.))

Therein lies the danger of magic. One must always take heed of their own capacity, and never push their limits as it could damage their health.
Note how it was previously said that "the Astral Arm of a person expands from and improves with their body and their knowledge." When a spell is cast, one's Astral Arm weakens depending on the power of the spell. It replenishes over time, some faster than others, but it also is connected to your body, which doesn't naturally replenish itself so quickly.
If, for example, one were to cast several small spells too rapidly to allow their Astral Arm to recover, it will soon be whittled down to nothing, and they would be using their own health to power the magic. Another example is that one could use a very powerful spell that goes over the limit of their Astral Capacity, and they would be using their own health as well to fuel the spell. In both cases, the body could experience faintness, over-exertion, damage to the heart and liver, and in some cases expire from cardiac arrest.

In the case of Enchanting, which is an entirely different process from practical use magic and combat spells, one cannot Enchant an object if their Astral Arm cannot provide enough power on its own. This makes enchanting nearly impossible for the common Magic user, as Enchanting costs a great deal of Astral Capacity, even simple enchantments. Although Enchantments cannot be done using one's health, the caster can very easily feel fatigued afterwards. Part of this is because Enchanting is such a long and grueling process, which requires a great deal of stamina.
Enchantments can range from making a mere amulet of defense against a single element, to binding a weapon to one's Void Space (which makes it easier to hide weapons), and even bringing a suit of Armor to life.

The only known way to access one's Astral Arm and obtain magic is by uttering 'Astral Words', and sometimes 'Manifest Verses' which are spoken words in an archaic language and tone which contain the power to harness normally intangible substances beyond the physical plain.
'Astral Words' specifically contain name of the spell you wish to use, whether it be for practical use or combat purposes. Without casting 'Astral Words', you will get no immediate result.
'Manifest Verses' contain a detailed incantation which gives power and greater form to the spell. These verses aren't used for weaker combat or practical spells, but they can be used alone for enchantments. Without Manifest Verses, spells like Vin Dweet or Esplotos Vant wouldn't exist.

Lastly, the average magic user needs to have an affinity for an element in order to access it. An affinity cannot be manually acquired, and can only be naturally selected. This isn't ultimately fixed from the start, however. One can gain a new affinity, seemingly with no apparent cause, but the chances of this happening are slim. The higher affinity one has to each element, the better they are at wielding its magic. If one has absolutely no affinity to an element, they will not be able to cast any spells of that elemental category.
The average magic user can have between one to four affinities, the lesser usually with only the Outer Manifest. Those with more than five affinities tends to be considered prodigies suited for proper schooling as Majigs, and a Magic User with seven or eight is practically unheard of, save for the legendary Majig Chiaz.

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Many spells exist today, but they have all been discovered by scholars through means of putting together Astral Words and Manifest Verses. More spells are still being made all the time, but it takes several years to complete and perfect just one, even a small one.

Below are the spells which are known to exist today.

 

 

 

THU: Lightning


TO DIAGRAM
Lightning elemental magic is very good for paralyzing your opponent temporarily, and it appears useful for charging machinery, as the citizens and inventors of Towa have come to discover.


 
Zu Crack Vine
First Appearance: ???
Minimum AC consumption
Combat; Minimum to Medium Damage
A long whip of electric energy grows from the palm of the caster's hand, enabling the caster to perform melee or medium-distance strikes for a short period of time.

 
Thundrous Ka
First Appearance: Chapter 3 Page 21
Low AC Consumption
Combat; Medium Damage
A current of electricity shoots from the caster's hands and hones in on the target. Very difficult to evade.

 
Thu Zunde
First Appearance: ???
Medium AC consumption
Combat; Medium to High Damage
A large discharge of electric energy forms in a pillar-like shape directly on the target's location from the beginning of the casting. Anything within a yard of the blast is effected.

 
Rahmus Volt
First Appearance: ???
High AC consumption
Combat; High Damage
A large electric shockwave bursts forth from the caster's front, powerful enough to paralyze an opponent for a short period of time.

 
Ku Za
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
Shocking jolts scatter outwards from all around the caster, capable of honing in on several targets at once.
Manifest Verse: "Ethereal dancing, Coursing through me, come alight and disrupt the flow of mine foes!"

 
Quintus Sha
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
Several pillars of lightning strike the area surrounding the caster. most of the strikes are randomized, but some can be controlled to hone in on the target.
Manifest Verse: "O manificent bringer of light, destroyer and creator, your electric currents dance through me. Your thundrous roar shakes and paralyzes all who stand beneath you. Come unto me and invoke your chaotic rage!"

 
Aegis Charge
First Appearance: ???
Varying AC consumption
Combat; Defensive
The caster is surrounded with a protective barrier of electricity, preventing magic from breaking through. As long as the spell is in effect, the caster's magic capacity depletes. The caster can release the barrier on command.

 
Iskramoc
First Appearance: ???
Minimum AC consumption
Practical
A ball of electricity is summoned to the caster's palm, only powerful enough to create a reaction in metal objects or lightly shock a person.

 
Ketzal Ko Thu
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Outer Element of Thu to manifest within the target's body. As long as Thu manifested, thunder storms occur for miles without even rain, and the host's body appears to be discharging visible electricity and nobody can touch said host lest they be shocked. The sentient manifestation of Thu tends to act violently at random most of the time.
Manifest Verse: "Bright, splendorous. Bright, splendorous, splendor high above. Your wrath is supreme. Striketh the world with your vengeful hammer, and we shall crumble. Deafen our ears with your thundrous roar, and we shall tremble. Be you etheral, we are your servants. Come, Eternal Judge. Come reveal your splendor, for we beg of your wrath. To you this shell we grant!"

 
[Thu Offensive, Paralyze]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes electric properties to an object so it has a chance of causing electric shock and paralyzing any opponents struck by the object. Effectiveness of the enchantment raises according to the level of affinity its wielder possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a peridot on the point which faces North as the Enchanter performs the invocation. The process can take up to three hours.

 
[Thu Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes electric properties to an object so it provides lightning-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a peridot on the point which faces North as the Enchanter performs the invocation. The process can take up to three hours.

UIWA: Wind


TO DIAGRAM
Wind elemental magic is all about knockback, it seems. This helps for blowing things out of the way (or apart) and especially getting ships moving when they refuse to set sail. It also tends to be very cold.


Galeous Diosca
First Appearance: Chapter 2, Page 30
Low AC consumption
Combat; Low Damage
A whirling disc of air appears in the caster's hand and can be swung in any direction. The strike is hard enough to knock a normal human over.

 
Zef Flo Lance
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
A whip of cutting wind flows from the caster's grasp. The caster can control the spell's movement more tightly, but it will disappear when the caster stops moving or after it strikes anything. A blow from this spell can knock a horse off its feet.

 
Ether Fuu
First Appearance: ???
High AC consumption
Combat; High Damage
The caster can direct a wind funnel at the target, powerful enough to send a large target flying back for quite a few yards.

 
Esplotos Vant
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
A powerful wave of wind bursts from the caster's palm and expands outwards. The explosion is strong enough to turn boulders to dust and bend iron.
Manifest Verse: "Great Eastward winds of purity, I succumb to your might. Come forth from my hand and carve through the obstacles that stand before me!"

 
Squalna Topan
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
A 'small' sized twister of freezing cold wind forms on the target's location, throwing everything in its path sky-high. This is a dangerous spell, as the wind funnel stays and wanders randomly, leaving destruction in its wake, and takes about five minutes to fade.
Manifest Verse: "Howling, drifting, cold and constant, you are the very essence of freedom. In your name, I beg for your presence among me. Unleash your wild winds to the world and reduce all weaklings alike to dust!"

Uida Closto
First Appearance: Chapter 1, Page 40
Low AC consumption
Combat; Defensive
Traps the caster's target in a shell of a thin layer of wind that is moving so fast it solidifies. The target cannot attack or be attacked this way.

 
Etherange
First Appearance: ???
Low AC consumption
Practical
A short, pillowy burst of air is summoned from the caster's palms. The wind pressure is just enough to push light objects, and often used on boats to set sail when there's little to no wind.

 
Mazikha Uiwara
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Outer Element of Uiwa to manifest within the target's body. As long sa Uiwa is manifested, the wind picks up to increasingly high speed in randomized directions for several miles, the temperature drops considerably, and tornadoes appear at random. The host's body appears to show no change, but is freezing cold to the touch, and may cause frostbite. The sentient manifestation of Uiwa usually seems inclined to ignore those who address it and has a tendency of leaving the location, resulting in the host going missing.
Manifest Verse: "O, air with which we breathe. O, wind with which we run. Within your embrace we drift, aimless as you, aimless as free. You shape us and you move us and you sculpt us, our world is in your hands. We beg to you, bless us with your free essence. We beg to you, show to us your essence. To you this shell we grant!"

 
[Uiwa Offensive, Frostbite]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes wind-based properties to an object so it has a chance of causing blow-back and possible frostbite in any opponents struck by the object. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with an emerald on the point which faces Northeast as the Enchanter performs the invocation. The process can take up to three hours.

 
[Uiwa Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes wind-based properties to an object so it provides wind-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with an emerald on the point which faces Northeast as the Enchanter performs the invocation. The process can take up to three hours.

AQU: Water


TO DIAGRAM
Water doesn't seem to really do much damage unless it hits you really hard. Or if you're a fire elemental monster. Or if there's a lot of it, in which case you drown.


 
Wanosis
First Appearance: Chapter 1, Page 15
Minimum AC consumption
Combat; Minimum Damage
a pillar of water shoots upwards from beneath the target and engulfs them. Works very much like the fire elemental Igni-Kreuz, except it launches the target into the air only to let them fall.

Aqu Lucna
First Appearance: Chapter 1, Page 15
Low AC consumption
Combat; Low Damage
A heavy pressured blast of torrential water shoots from the caster's hands, capable of causing knock-back on a normal sized humanoid target.

 
Tritonflaw
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
A charge of water emits from the caster's hands and can be thrown at the target, causing a sharp stinging impact.

 
Aqueous Clo
First Appearance: ???
High AC consumption
Combat; High Damage
A sphere of water is formed in the caster's palm and can be shot at their chosen target, to explode on impact.

 
Typhous Dolph
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
A tidal wave of water explodes out of the ground before the caster's target, causing a knock-back varying between thirty and fifty yards.
Manifest Verse: "O eternal nectar of life, Daughter of unity, I beg for your presence in me. Come, gather herein and share your strength."

 
Torrentious Goath
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
The target is trapped in a funnel or powerful water for about a minute, disabling them from escaping and causing severe damage with the pressure of the water.
Manifest Verse: "Sweet nectar who flows freely through time, you who cradles life and death equally, I submit myself to your embrace from the depths. Come, bless me with your power and bring our enemies to justice!"

 
Efferice Drop
First Appearance: ???
Low AC consumption
Combat; Defensive
The caster or target is encased in a bubble of water which prevents fire damage. The bubble 'pops' after some time and spills onto the ground, leaving behind a puddle.

 
Verdigre Tear
First Appearance: ???
Minimum AC consumption
Practical
Pure, clean water flows freely from between the caster's palms for a moment.

 
Doraghu Aqumi
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Outer Element of Aqu to manifest within the target's body. As long as Aqu is manifested, the sky becomes thick with rainclouds, and it rains in torrents for several miles. The host's body appears to show no physical change at all. The sentient manifestation of Aqu seems docile, but often times appears fatigued and uninterested.
Manifest Verse: "Ever nestled in your warm embrace, we eternally drift within your waves. You are within us and we are your children, forever connected, forever relying. Should you decide we fall, we shall fall. Should you allow us life, we shall live. With your bountiful mercy and love, we strive. Do heed, we give thanks and await you. To you this shell we grant!"

 
[Aqu Offensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes water-based properties to an object so it has a chance of dousing any opponents struck by the object in water. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with an aquamarine on the point which faces Southeast as the Enchanter performs the invocation. The process can take up to three hours.

 
[Aqu Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes water-based properties to an object so it provides water-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with an aquamarine on the point which faces Southeast as the Enchanter performs the invocation. The process can take up to three hours.

JAR: Earth


TO DIAGRAM
Apparently Earth Elemental magic is best for making dirt and rocks where there wasn't any before. And rocks hurt a lot when they hit you, so there's always that.


 
Gurand Ro
First Appearance: Chapter 3 Page 21
Minimum AC consumption
Combat; Minimum Damage
A ball of rock materializes in the caster's palm and shoots at the target. Turns to dust directly after impact.

 
Rogu Vault
First Appearance: ???
Low AC consumption
Combat; Low Damage
A circle of light forms around the target's feet, then casts upwards in an explosion of rubble and debris. Can break through wooden, tile and stone floors.

 
Jara Raiser
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
The ground beneath the caster's target shakes and earthen spikes jut out from below to pierce the subject.

 
Jagrus Ro
First Appearance: ???
High AC consumption
Combat; High Damage
A form of rock forms held over the caster's palm, like Gurand Ro, except in the shape of a spike sharp enough to stab through strong solid surfaces when launched.

 
Tremrous Bram
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
The ground surrounding the target explodes in a spray of dirt and rock formed from seemingly nothing. Very wide target range.
Manifest Verse: "Trembling, roaring earth, your magnificent might crushes and amazes. Reveal thine self!"

 
Terrato Sormar
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
The ground shakes violently enough to even throw the caster off balance, and several spikes of earthen rock shoot up from the ground at an angle which encases and traps the target, then they explode into large rock shards and debris.
Manifest Verse: "Trembling, crumbling, roaring Earth beneath me, your force invokes such fear and love in your very children. By your might and will, I summon you, unleash your power to destroy our foes!"

 
Rels Krill Haut
First Appearance: ???
Low AC consumption
Practical
A handful of soil forms in the caster's palms. This spell has no absolute practical use except to farmers... and perhaps some more creative Majigs.

 
Jar Faenryr
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Outer Element of Jar to manifest within the target's body. As long as Jar is manifested, severe earthquakes seem to occur across the landscape for several miles, often resulting in fissures, landslides, possible volcanic eruptions and possible tidal waves. The host's body appears to show no physical change at all. The sentient manifestation of Jar can be either aggressive or tame, and unlike the other elements, seems very attentive most times.
Manifest Verse: "Shaking, quaking, ever infinite Earth, we live alongside you with every trembling step. Your perfection is eternal, bearing us upon your back throughout the centuries. With your immense power, we have been shaped. We beseech you, bless us with your power and show us the path to virtue. To you this shell we grant!"

 
[Jar Offensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Earthen properties to an object so the strength of its strike on any object or opponent is increased physically. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a topaz on the point which faces Southwest as the Enchanter performs the invocation. The process can take up to three hours.

 
[Jar Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Earthen properties to an object so it provides earth-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a topaz on the point which faces Southwest as the Enchanter performs the invocation. The process can take up to three hours.

KAT: Fire


TO DIAGRAM
Fire is destructive enough as it is. It doesn't help that there are pyromaniacs all over the place. It's not actually the lasting burn you get after having a ball of fire thrown in your face that hurts as much as your ENTIRE HOUSE BURNING DOWN ALONG WITH ALL YOUR POSSESSIONS.


Fierous Spira
First Appearance: Chapter 2, Page 16
Low AC consumption
Combat; Minimum to Low Damage
A whirling orb of flame shoots forth from the caster's palm and mildly burns its targets. When cast by higher-power Majigs, its impact with an object is more solid. Its size and power can be slightly altered according to the caster's preference.

 
Igni-Kreuz
First Appearance: ???
Medium AC consumption
Combat; Medium to Low Damage
A pillar of flames briefly appears on the target's location. Doesn't work too well on moving targets, however.

Haphaestas Sphiro
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
A funnel of flames blasts forth from the caster's palms, scorching anything that stands in its way. The flames are hot enough to melt even diamonds.
Manifest Verse: "O father light of the brightest flames, your presence is forever blinding. Bestow your brilliance unto my hand and incinerate those who oppose us!"

 
Feuer Brass
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
A giant ball of fire appears over the caster's palms held above their head and can be launched at the target. The target range is incredibly large, and capable of causing major destruction.
Manifest Verse: "O Devourer, burning eternally within your realm, awaken from your slumber. Bestow your flames of desire to my hand. My fury is yours. My hunger is yours. Let my foes be yours as well!"

 
Fras Weell
First Appearance: ???
High AC consumption
Combat; Defensive
A 10-foot high wall of fire forms before the caster, preventing enemies from approaching and blocking off water-based attacks. The wall fades after around two minutes.

 
Flurrest Fit
First Appearance: ???
Very High AC consumption
Practical
Summons a whisp of flames between the caster's palms for as long as desired, with one setback: If held for an extended amount of time, the caster can get burned. This spell takes up almost as much Majick Capacity as Haphestas Sphiro, despite being for practical use.

 
Eyhret Kat Flare
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Outer Element of Kat to manifest within the target's body. As long as Kat is manifested, the atmosphere for several miles becomes very dry and very hot, usually resulting in spontaneous fires. The host appears to be on fire but undamaged, and touching the host's body can result in dangerous burns. The sentient manifestation of Kat is incredibly violent regardless of all situations and should be regarded with extreme caution.
Manifest Verse: "Burning rage, ever spreading, let your flame ignite. Your hunger shall never be snuffed. Your alluring warmth draws us near and near, your red maw opening wide and welcoming. We fear you and we love you. To you destruction we grant. To you sustenance we grant. To you our flesh we grant. To you this shell we grant!"

 
[Kat Offensive, Burn]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Fire properties to an object so the strength has a chance of lighting opponents struck by the object on fire momentarily and/or causing burns. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a ruby on the point which faces Northwest as the Enchanter performs the invocation. The process can take up to three hours.

 
[Kat Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Fire properties to an object so it provides fire-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with a ruby on the point which faces Northwest as the Enchanter performs the invocation. The process can take up to three hours.

HOLO: Dark


TO DIAGRAM
Dark Magic is mostly used by total jerks and cheaters. No other offensive magic is quite as annoying as a spell that literally makes you want to puke your guts out. But the worst part is this is the most common of the three Inner Manifest for a magic user to have an Affinity for. That sure says a lot about people these days, doesn't it?


 
Hollow Kro
First Appearance: ???
Low AC consumption
Combat; Minimum Damage
A flurry of dark energy darts forms in the caster's palms and is shot at the target. There is a high chance that the target will be inflicted with numbness, leaving the victim disoriented and fumbling.

 
Venomous Breed
First Appearance: ???
Medium AC consumption
Combat; Low to Medium Damage
A spear of dark, unsightly green energy forms in the caster's palms and can be either used for melee or shot at the target. Contact between the energy and anything other than the caster causes some damage and can inflict illness.

 
Atlatoth
First Appearance: ???
High AC consumption
Combat; High Damage
The target is engulfed briefly in a sphere of dark energy which causes severe pain. There is a possibility that the target will be inflicted with a curse which disables them from speaking. This makes the spell very useful against other magic users.

 
Soamel Curse
First Appearance: ???
Exceptional AC consumption
Combat; Very High Damage
An orb of dark energy forms in the caster's hands and expands in size, shrouding everything in absolute darkness. Anyone in contact with this darkness besides the caster is effected with blindness, numbness, illness and muteness and takes damage from merely inhaling the smog.
Manifest Verse: "Pitchest black, deeper than shadows. Your power hides everywhere, embraces everything. I release you from your binds within me. Come shed your power unto this realm. Bestow humility and oppression to whoever slights us!"

 
Dochar Faug
First Appearance: ???
Very High AC consumption
Combat; no damage
A dark blinding fog overtakes the area the caster directs their attention to, whether on a target or not, and takes a long time to dissipate. Any who come in contact with this fog can be afflicted with illness, numbness, and/or muteness.
Manifest Verse; "Dark Mother, grant to me your domain. Shed your shadow upon the fools of this world and wreap revenge unto all weaklings!"

 
Rott Grondu
First Appearance: ???
Minimum AC consumption
Combat
The entire area is shrouded in absolute darkness for a short period of time, rendering every living thing in contact blinded for its extent.

 
Letum Lo Nil
First Appearance: ???
Minimum to Very High AC consumption
Practical?
The caster is shrouded in shadow and rendered barely visible to the naked eye. The effects of the spell stays longer depending on how much AC is being used.

 
Holodivool
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Inner Element of Holo to manifest within the target's body. Only one occasion of a group of Majigs casting Holodivool is recorded, spoken of as a catastrophic event which caused the skies to darken over the countries of Daggat and Topisis for seven years. During that time, blight had infested all the lands killing crops and forests, famine and illnesshad taken the citizens of those countries, killing millions everywhere, and frightening new monsters appeared to be born out of nowhere. Many say that species such as Night Imps, and even Naegs, are a result of the Manifestation of Holo.
Manifest Verse Redacted

 
[Holo Offensive, Numbness]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Dark properties to an object so it has a chance of causing numbness in opponents struck by the object. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter and positioned so there is a triangle pointing directly East, with an onyx on the point which faces East as the Enchanter performs the invocation. The process can take up to three hours.

 
[Holo Offensive, Illness]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Dark properties to an object so it has a chance of causing illness in opponents struck by the object. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter and positioned so there is a triangle pointing directly West, with an onyx on the point which faces West as the Enchanter performs the invocation. The process can take up to three hours.

 
[Holo Offensive, Muteness]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Dark properties to an object so it has a chance of causing Muteness in opponents struck by the object. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter and positioned so there is a triangle pointing directly South, with an onyx on the point which faces South as the Enchanter performs the invocation. The process can take up to three hours.

 
[Holo Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Dark properties to an object so it provides darkness-based resistance. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter, with an Onyx on top of the object centrally as the Enchanter performs the invocation. The process can take up to three hours.

BARA: Light


TO DIAGRAM
Perhaps the ability to heal wounds in a jiffy is cheating too, but it's a pity Bara one of the inner manifest (and thus it' very rare to come by a majig with said affinity). Most people with an affinity to Bara are really nice. Except for the weird religious ones.


 
Ameli Inspire
First Appearance: ???
Minimum to Low AC consumption
Practical/Combat; Minimum to Low Recovery
A small white light glows from the caster's palms, healing any small wounds within contact of the light. The spell can be held for a little longer if the caster wishes, but it can't close up deeper wounds or broken bones.

 
Luminous Lef
First Appearance: ???
Medium to High AC consumption
Practical/Combat; Medium to High Recovery
The caster's hands light up with a strange pale blue glow, and anything the caster touches will be mended considerably. This can heal deep wounds, sprained tendons and fractured bones.

 
Helio Sprit
First Appearance: ???
Very High AC consumption
Practical/Combat; Very High Recovery
The caster's entire body casts a heavenly pale glow. When the caster touches another living being or themselves with their palms, the light will be absorbed into that location and all wounds will be healed. This works on anything from broken bones and very deep wounds to fatal injuries such as ruptured organs.
Manifest Verse: "O Heavenly Mother, Holiness Eternal, bestow your warming light upon me and deliver this small soul from suffering."

 
Serenareem
First Appearance: ???
Exceptional AC consumption
Combat; Exceptional Damage
A shower of white light envelops everyone within a couple yards of the caster, completely healing all wounds and ailments.
Manifest Verse: "Holy light, your blessed rays shine upon all life. You reign eternal over us. Your beauty inspires awe witin us. I beg of you, heed my call and shed your merciful blessing upon us and protect us from evil."

 
Sol High Brim
First Appearance: ???
High AC consumption
Practical/Combat
The target briefly is showered by a rain of refreshing pale light. This spell negates all Holo-inflicted ailments like mute, illness, and numbness. This also has a chance of mending medical ailments, like rashes, allergic reactions and stomach flu.

 
Aurofarak
First Appearance: ???
Low AC consumption
Practical
A small orb of light is formed within the caster's upturned palm, capable of lighting up a small room. When released or dropped, the light disappears.

 
Mandiin Baraidin
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Inner Element of Bara to manifest within the target's body. Few records of this spell being performed remain, one having been used to restore the condition of Daggat and Topisis several years after the blight of Holodivool. While the lands had been restored, this resulted in a still catastrophic event during which thousands of people and animals simply disappeared, never to be seen again.
Manifest Verse Redacted

 
[Bara Offensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Light properties to an object so it can heal those it strikes. An object with this enchantment has no offensive quality unless used against undead. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter with a diamond on top of the object centrally as the Enchanter performs the invocation. The process can take up to three hours.

 
[Bara Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Light properties to an object so it provides holy resistence. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter with a diamond on top of the object centrally as the Enchanter performs the invocation. The process can take up to three hours.

 
[Regen Blessing]
First Appearance: ???
Varying AC Consumption
Enchanting
This enchantment adds Holy properties which enable the object to replenish its wearer's health gradually. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter and positioned so there is a triangle pointing directly South, with a diamond on top of the object centrally as the Enchanter performs the invocation. The process can take up to six hours.

NIHI: Void


TO DIAGRAM
A magic user with an affinity to Nihi is probably the rarest thing you'll find. And it's a good thing, too. I mean, come on. They can use their Void-spaces as pockets for their weapons, they can negate any spell that comes their way, their magic is WAY too destructive and they use BLACK HOLES as trash bins! How is that fair?!


 
Zealous Grey
First Appearance: ???
Low AC consumption
Combat; Low Damage
A pin-width shot of energy is fired from the tip of the caster's finger. On contact with any object, it explodes into a small blast of pressure.

 
Niaslott
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
An orb of pressure shoots from the caster's palms, blowing back anything in or near its path until it hits a surface and fades. This spell causes knockback for the caster as well, so watch out!

 
Negi Snap
First Appearance: Chapter 1, Page 44
High AC consumption
Combat
A brief spot of energy forms at the tip of the caster's finger. Wherever the caster points, any magic in effect or being cast at the time is instantly negated.

 
Oblixiosi
First Appearance: ???
High AC consumption
Combat; no damage
A current of golden energy forms between the caster and the target temporarily, and the target's Astral Capacity is reduced during this and absorbed by the caster.

 
Grand Vo
First Appearance:???
Very High AC consumption
Combat; Very High Damage
A ball of energy forms in the caster's palms and can be thrown a great distance. Whatever it hits explodes into a big dome of golden energy.
Manifest Verse: "I summon thee, endless void of time, splendorous and golden, come through me and bestow chaos upon my foes!"

Vin Dweet
First Appearance: Chapter 1, Page 50
Exceptional AC consumption
Combat; Very High to Exceptional Damage
A dome of pure golden energy explodes outwards from the caster's body, leaving destruction for several yards and the caster completely unharmed. Depending on the skill of the caster, the size and power of the spell can be somewhat suppressed.
Manifest Words: "Emptiness surrounding me, Chaos deep within. Forever nothing, Forever everything, thee, eternal Sea of Gold. I beseech you, by your resounding quiescence. Rise from your hallowed depths unto me! Let the fools desecrate this realm be shattered by your presence!"

 
Nio Duai
First Appearance: ???
Very High AC consumption
Practical?
Between the caster's parted palms, a purely black spherical shape form with a strong gravitational pull on everything besides the caster. There appears to be no solidity to it, and whatever goes in cannot come out, seemingly disappearing from the world forever. No magic can negate it, not even Negi Snap, and closing it requires repeating the spell. Some might use it as a personal trash bin, but using it at all is a BAD IDEA. This is one of very few 'practical' spells to require a Manifest Verse. This spell can also be used defensively in combat to absorb long-range attacks.
Manifest Verse: "Infinite, golden, Void eternal. I feel you within me. Come, bless me with a sign."

 
Ex Nihilo
First Appearance: ???
Requires 5 Majigs
Manifest Summon
Summons the Inner Element of Nihi to manifest within the target's body. Only one event of the spell 'Ex Nihilo' being performed is recorded vaguely in history, and even that is assumed by most to be a myth. Sources claim that the summoning of Nihi caused great changes in the Earth, such as changed in the hemisphere's orientation, the continents being pushed out of their places at an alarming rate, and water levels rising. Other sources say that the world was shrouded in darkness and nonexistence for seven nights and six days, but all seem to claim that the ascension of beasts into Beastkin was a result of Nihi being summoned. It is also said that the host that harbored Nihi had disintegrated after the spell was cast, a result of the physical body being completely incapable of harboring such an element as Nihi.
Manifest Verse Redacted

 
[Nihi Offensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Void properties to an object so the wielder can absorb the Astral Capacity of any living thing struck by it. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter with a citrine on top of the object centrally as the Enchanter performs the invocation. The process can take up to six hours.

 
[Nihi Defensive]
First Appearance: ???
Varying AC Consumption
Enchanting
Invokes Void properties to an object so it provides resistence against all magic. Effectiveness of the enchantment raises according to the level of affinity its wearer possesses. The amount of the Enchanter's AC consumed to enchant an object decides the potency of the magic.
The object to be enchanted should be placed in the center of a star-shaped talisman drawn or carved by the Enchanter with a citrine on top of the object centrally as the Enchanter performs the invocation. The process can take up to six hours.

 
[Bind to Soulspace]
First Appearance: ???
Maximum AC Consumption
Enchanting
Binds a single object to a living subject's soulspace. The subject who is bound to the object can freely summon the object in question to and from their soulspace on command, thus using their soulspace as a 'hidden pocket' in which they can store weapons. When summoned from the soulspace, it is advisable that the subject be ready to hold it or else it will fall from their hands, and in order to have the object return to the soulspace, the subject must be holding it.
The object to be enchanted should be placed in the center of a talisman drawn in the shape of a star encased within a pentagon 'sitting' atop a large disc, drawn or carved by the Enchanter. On the tips of the five points of the pentagon, gemstones must be placed accordingly; Peridot upon the northern tip, Emerald upon Northeastern, Aquamarine upon Southeastern, Topaz upon Southwestern, and Ruby upon Northwestern, and Onyx, citrine, and diamond must be placed centrally on top of the object. The person whose soulspace the object will be bound to must be sitting atop the disc attatched to the pentagon as the Enchanter performs the invocation. The process can take up to eight hours.

 
[Decipher Target's Affinity]
First Appearance: ???
Varying AC Consumption
Enchanting
A fairly simple enchantment that doesn't actually enchant anything, this spell enables the caster to decipher what elements their subject bears affinities to, and how great each affinity is.
No glyph is required for this, however the subject must remain still during the process, which takes a maximum of one hour.

 
[Animate Golem]
First Appearance: ???
Varying AC Consumption
Enchanting
Calls upon the power of Nihi to summon sentient energies (believed to be aimless souls) permanently to an object. This enchantment is most commonly used on dolls, stuffed toys, marionettes, and suits of armor. A living object, or 'Golem', appears to share similar properties with living beings, such as thought, emotion, and need for sleep and to consume food. Food can appear to merely disappear when touched by the living objects in a certain manner, and they can speak without need of a mouth or voice box. The nature of golems is strange and difficult to understand, often invoking fear and prejudice, and they are also used for sport or as 'labor machines' (slaves, in other words), although golems appear to be individuals with free will. Because of this, practice of animating golems is considered controversial for the most part, and in some places golems are banned.
The object to be enchanted should be placed in the center of a talisman drawn in the shape of a star encased within a pentagon 'sitting' atop a large disc, drawn or carved by the Enchanter. On the tips of the five points of the pentagon, gemstones must be placed accordingly; Peridot upon the northern tip, Emerald upon Northeastern, Aquamarine upon Southeastern, Topaz upon Southwestern, and Ruby upon Northwestern, and Onyx, citrine, and diamond must be placed centrally on top of the object. The enchanter must be sitting or standing atop the disc attatched to the pentagon as the Enchanter performs the invocation. The process can take up to twelve hours.

COMBINED ELEMENTS


It's not as easy as it looks to combine two elements. For one thing the spell has to be combining two spells which don't disagree with each other. And then there's the simple fact that it takes so much AC to cast...

 

THU/UIWA


TO DIAGRAM
Wind apparently has a lot to do with storms. So does lightning. Put them together and you've got a thing or something.


 
Zu Flo Vine
First Appearance: ???
High AC consumption
Combat; High Damage
Combining two whip-like melee spells, this spell provides for a much faster and more easily controlled version of Zu Crack Vine. The stun effect is much more powerful and the attack itself causes greater knockback.

Thundrous Diosca
First Appearance: Chapter 2 Page 31
Very High AC consumption
Combat; Very High Damage
A current of electricity guides a disc of cutting wind from the caster's hand to its target. Due to the addition of wind, the honing capabilities are lessened, but the combination causes for a destructive explosion to take place upon impact with anything.

 
Iskra Closto
First Appearance: ???
Medium AC consumption
Combat
A shell of air and electric energy surrounds the target. Whatever touches the surface of this protective barrier gets a shock of below minimal damage, but just enough to paralyze an enemy temporarily.

UIWA/AQU


TO DIAGRAM
Well, you know. Precipitation. Rain comes from clouds.


 
Galeous Clo
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
A whirling orb of freezing water shoots out from the caster's palms, propelled and being spun by forceful winds. Contact with the target results in an explosion of water containing cutting winds, and then freezes and holds the target in place.

 


 
Verdirange
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
A puddle of water forms before the caster and freezes instantly.

AQU/JAR


TO DIAGRAM
Seeing as land and sea are like brother and sister, it makes sense. Also, combining dirt and water makes mud. People don't like mud.


 
Wa Vault
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
An explosion of water and debris beneath the target hurls the target into the air and causes some extra destruction.

 
Aqueous Ro
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
An orb of rock encased in water shoots from the caster's palm. The properties of the water half of the spell causes the rock to explode upon impact instead of shatter, and the explosion is bigger than normal and contains sharp shrapnel-like debris.

 
Verdigre Haut
First Appearance: ???
Medium AC consumption
Practical
Wet dirt forms in the caster's palms. In other words, mud. The use for this is also kind of dubious.

JAR/KAT


TO DIAGRAM
Volcanoes are awesome, and very dangerous. That is all.


 
Gurand Spira
First Appearance: ???
Medium AC consumption
Combat; Medium Damage
A ball of burning molten lava shoots from the caster's palms. The damage from impact is greater and induces major burns, but the ball of lava disappears afterwards.

 
Rogu-Kreuz
First Appearance: ???
Very High AC consumption
Combat; Very High Damage
A circle of light forms beneath the target and the ground explodes upwards in a burning molten explosion, causing severe tremors in the earth.

KAT/THU


TO DIAGRAM
Some thunderstorms cause fires. And electrical fires seem to spread faster for some reason.


Fierous Ka
First Appearance: Chapter 1, Page 9
High AC consumption
Combat; High Damage
A ball of fire forms in the caster's palms and sparks, sending fire-infused electricity out to hone in on the target (or multimple targets). This spell can not only cause the target to both be paralyzed and burned, but it can cause electric fires if used right.

 
Igni-Zunde
First Appearance: ???
Exceptional AC consumption
Combat; Very High to Exceptional Damage
Possibly the most powerful Combined Elemental spell currently known, an explosive pillar of electric flames appears on the target's location. Even a moving target can not avoid it, because the electric currents still hone in on all targets at once and they will still be affected. When the electrical fire appears to die out, it fizzles and explodes, damaging nearby targets extra.
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