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Magic

Common Magic

Common Magic

Description: The main 7 practices of magic, categorized by color by common folk, are divided by their nature and practices. Most arcane practitioners are lucky to become proficient in a single specialty of a certain school let alone mastering an entire art. Those who practice and learn two or more schools of magic are even rarer.

Astralism(Grey Magic)

Description: Spells that harness the raw power of the very stars, allowing for a wide range of powers. People can view far away places, look into the minds of others or open gates to other countries or worlds. This is the most difficult school among the common forms of magic, most practitioners are Yazatans or Amabie, though a few Lutins and even less Duine have managed to master parts of this esoteric art.

Astralism

Spells:

Aerotriangulation-Determine a place’s or person’s location as long as the caster possesses the name of the desired. 

Astral Gate-Create temporary astral portals to instantly transport from one location to the next. 

Blue Shift-Disappears in silvery-azure fields of light to re-appear at another location, distance and frequency are determined by the caster. 

Clairvoyance-Gain a glimpse into a faraway place, allowing one to survey entire regions in safety. 

Chronometry-Manipulate time, either to slow it down or to rewind an event though most can only do this for seconds. 

Chronostasis-Lock the space around foes, freezing them in place for a limited 

Time.

Disenchant-Remove magical properties from weapons, armor and buildings, success is determined by whoever is stronger, caster or enchanter.  

Divide-Cut a target along its bisector, leaving behind two perfectly equal parts. 

Evaluate-Display the health of an individual or target in numbers, making it easy to understand how healthy or hurt something or someone really is. 

Hyperbola-Teleport short distances, some casters can teleport to medium lengths. 

Interferometry-View locations from a far-off distance, how far and how clear an image formed are reliant upon the caster. 

Matrix-Entrap foes in binds of light that can even prevent teleportation or plane-shifting. 

Mark-Create a magical marker that can track creatures or mortals. 

Planeshift-Teleport yourself or victim to another random world or plane of the cosmos. 

Recall-Helps the caster a specific memory, can be casted on others as well. 

Spatial Force-Attack foes with the pure pressure of constricted space, if not controlled this spell could lead to small spatial collapses. 

Stellar Ray-Blast foes with silvery rays of destructive light, extremely strong against both abyssal and celestial creatures.

Chloromancy(Green Magic)

Description: Spells that allow the caster to harness the power of the forest or the earth. Some spells shapechange the caster into wild animals, others allow them to speak to woodland creatures or summon them to aid in battle. They have minor healing spells and offensive spells that usually involve some element of earth, either wood or stone.

chloromancy

-Spells-

Barkshield-Create small floating shields of hardened wood that automatically defend the caster from attacks.

Bestial Syntax-Gain the ability to speak to animals for a short time.  

Binding Lash-Constrict foes with tendrils of vines

Farsight-Meld ones’ senses to a woodland companion, can only be done with creatures that have a close bond to the caster. 

Fertigation-Enrich small areas, spurring rapid plant growth or recovery, more effective if used on withered or dying patches of land.  

Magnetize-Take control of metallic objects within a certain radius. 

Pacify-Calm down raging, frightened, or confused animals, works better on farmland animals though can work on woodland and jungle beasts as well. 

Pebble Barrage-Attack enemies with a hail of tiny but deadly stones.

Primal Aspect-Gain attributes from creatures the caster has a close bond to their primal spirit. 

Rain Dance-Conjure small pockets of mild rain, takes at least three to cast the spell properly. 

Rootshift-Travel directly from one tree to another via a system of mystical roots that connects all life-giving flora. 

Shape Earth-Mold mud into ramparts, platforms or walls. 

Shapeshift-Transform into a woodland animal, the caster must have a close bond with the primal spirit of that animal to do so. 

Stonewall-Create barriers of stone to entrap foes or defend allies or themselves.

Succor-Heal wounded or sickened animals, works best on farmland or domesticated animals though, like pacify, it can work on others as well. 

Summon Woodland Entity-Get temporary aid from one of the entities created by Cailleach or other Lutin deities.

Summon Golem-Create an automaton of stone that follows the summoner's commands until destroyed or dismissed.

Till-Mold mud and manipulate stone to create furrows where plants and grains can be planted. 

Thorn Barrage-Attack foes with a deadly hail of sharpened wooden spikes.

Diabolism

Diabolism(Black Magic)

Description: The practice of conjuring otherworldly aberrations, raising/binding undead, and casting hexes or death spells. Casters can sap strength and vitality from victims, strike them blind, mute or weaken their limbs to the point they can no longer stand. As the most reviled form of common magic, Diabolism is highly restricted and monitored, only researched to create countermeasures against it, though plenty fall into the temptation of its nefarious applications.

-Spells-

Analgesia-Numb victims pain for brief moments, this is not a mercy as it is usually cast to allow for more horrific torture the victim would not usually live through. Pain is multiplied exponentially when feeling is returned. 

Aqualung-Fill the lungs of a victim full of water, causing them to drown if not quickly saved. 

Berserk-Cause others to rampage madly, attacking anyone nearby until the spell or the victim expires. 

Black Mold-Rapidly rot a victim’s limbs, crippling and incapacitating them with a single, brutal spell. 

Cataracts-Cloud a victim's eyes with a milky film, blinding them permanently unless the orbs can be replaced by biomagical replacements. 

 Cordyceps-Implant fungal spores into a victim that allows the caster to control the target. 

Corrosive Bolt-Sling vile bolts of pale yellow energy that can corrode armor, flesh and bones with ease. 

Deliquesce-Liqueify victims, turning them into piles of viscous goo. 

Dark Bolt-Fire a bolt of dark energy that leeches away all warmth and vitality from its victims. 

Dark Cloud-Create a sphere of darkness that only the caster can see within, more talented casters can others it wishes to see as well. 

Demoralize-Victims lose all will hope, can be cast on large groups, making it dangerous in fights and during disasters. 

Dreadful Phantasm-Victims see their worst nightmares manifest right before their eyes, the more fear they feel the more real the apparitions become. 

Elephantize-Enlarge a victim's outer limbs, leaving them crippled but alive. Death occurs slowly, over weeks if not months, as oversized limbs begin to rot after enlargement due to lack of blood flow.  

Emerald Sheen-Attack foes with blasts of emerald hued energy that can either explode into fiery blasts or leech the health from foes. 

Ennui-Victims lose all energy and motivation, become lethargic even in the face of mortal dangers. 

Envenomate-Coat weapons with numerous different ethereal toxins that can cause countless deleterious effects to the victims. 

Excrescence-Curse the victim's organs to enlarge until the point of rupturing, death is slow, painful and hard for many healers to cure. 

Flesh Coil-Trap foes within tentacles that squeeze prey, suffocating prey before swallowing them whole.

Gangrene-Create mold or mildew to fester inside a victim spreading outward rapidly.

Infestation-Infest victims with a host of ravenous parasites that consume the victim from the inside out. 

Insatiable-Cast a curse that makes victims gorge themselves on food until expiring. 

Ivory Coffin-Entrap victims within spars of bone, or pierce their flesh with numerous bony spikes. 

Miasma-Create deadly clouds of caustic fumes that corrodes victims flesh from their bones 

Midge Swarm-Summon clouds of biting insects that distract victims and can kill them if they stay trapped for too long. 

Night Terror-Trap victims in a dreadful dream that can be controlled by the caster. Whatever happens in the dream befalls the dreamer, and those lucky to wake up return to the same dream the next night if the caster is not slain or the spell ended. 

Pain Spike-With a thought the caster inflicts debilitating mental agony against a singular victim. 

Pandora’s Box-Conjure a magical box that unleashes a cloud of gas that can heal, destroy, infect or teleport victims. 

Paranoia-Infect victims with ever increasing dread, until the slightest shadow or the most harmless creature makes their heart stop cold from the pure terror. 

Plague bolt-Release a bolt of bilious green energy that inflicts a variety of diseases. 

Plague Storm-A bilious shower of green energy that inflicts various diseases in a wide area. 

Purge-Spew caustic bile onto foes, capable of melting through stone and steel. 

Quietus-Imbue hands with the ability to kill mortals with a simple touch. 

Rotigus-Make something decay within moments, whether it be flesh, bone, metal, leather or other types of natural substances. 

Route Canal-Pulls all the teeth from a victim's mouth instantly.

Sadism-Elevate the pain one feels, making a small cut feel like an amputation or disembowelment.

Shadowstep-Transport oneself from a shadowy location to another, the distance is dependent on the skill of the caster. 

Shadoweave-Manipulate shadows to create weapons or shields to attack foes or defend oneself. 

Shiver-Drain the life-sustaining heat from victims until their organs stop cold and their bodies die from the lack of warmth. 

Spongiform-Turn victims into masses of living mycelium, these creatures become rabid and can attack others to spread their spores.  

Summon Abyssal fiend-Summon a monster created by Azathoth or any of his demiurges or daemons, though it consumes or destroys the caster if they lose control.

Torment-Increase the pain from wounds, making slight bruises feel like compound fractures and small cuts like amputations. 

Transference-Any wound the caster would suffer is inflicted upon the opponent instead. 

Unquenchable-A similar curse to insatiable, but victims will drink themselves to death, consuming the nearest liquid even if it's something completely foul or adversely harmful. 

Venomous vapor-Spew a cloud of poisonous mist that blinds victims as well as unleashing a host of other random deleterious effects.  

Woeful Calamity-Curse the victim to die in extremely bizarre happenings(think final destination), this can happen weeks after the casting and the spell is extremely hard to detect. 

Wither-Victims limbs or entire bodies decay rapidly, shriveling up into a desiccated, withered husk.

Enchantment(Gold Magic)

Description: Imbuing armor and metal with magic. The least spread school of magic, masters guard their art closely and only impart it to a few trusted apprentices over an entire lifetime. Most enchanters are Korrigans or Zduhać though there are few masters among the Duine, Kinnaran and Lutins.

enchantment
Mesmerism

Mesmerism(Blue Magic)

Description: A school of magic that covers a wide range of practice such as illusions, beguilements, and transmutations. While not outwardly powerful, the insidious use of mesmerism or blue magic has led to some of the most infamous scandals in Saol’s extensive history. Many have disguised themselves as kings, priests, or other prominent figures they have slain, while transmuters condemn their victims to fates worse than death. One mesmerist had a fondness for collecting living statues of every race and creed in his “Gardens”. Mesmerism also contains many useful transmutation spells that can save lives such as Waterstrider, Incombustible etc

-Spells-

Amorous Gaze-Inflame the desires of the victim with a simple look. 

Aquarius-Can breath underwater and movement is not hindered by the water. 

Aqua Veil-Create watery illusions of oneself, the caster can switch his real body between each illusion at will. 

Beguile-Hypnotize a victim to appear as the one they desire most.

Berserk-Cause victims to rampage madly, attacking anyone nearby until the spell or the victim expires. 

Captivate-Ensnare the mind of a victim, convincing them to follow the commands of the caster without regard to themselves or others. 

Cocoon-Entrap victims in tightly bound webs that suffocate and constrict them, it can be cast on objects or surfaces as well, creating sticky traps that bind the unwary.

Color Wheel-Attack foes with blurry streaks of color that sometimes match with the respective properties and other times do not. 

Condensate-Create an obscuring haze of fog to help one escape or confuse foes. 

Discord-Unleash an invisible aura that spurs doubt and distrust in mortal souls, reigniting the bigotry and callousness that mortals have thought to be permanently rid of. 

Dispel-Erase magical illusions and glamorous. 

Dreamscape-Enter into another person’s dreams to see their deepest hopes and fears. 

Emulate-Copy another’s voice, appearance and mannerisms perfectly, become nigh unrecognizable to their closest kin. 

Frenzy-Increase strength and endurance for a short duration but leaves the caster weakened and vulnerable afterwards. 

Glamour-create beautiful illusions that can be touched and felt. 

Illusory Veil-Create illusions to confuse victims, either to torture and confuse them or to help casters escape from being caught. 

Incombustible-Can withstand heat, flames and smoke that would kill most mortals within moments. 

Intoxicate-Make victims stumble, collapse and be sick from magically induced inebriation. 

Legerdemain-Summon a magical, invisible hand that can be used to steal items or cause mischief. 

Locution-Allow others to speak and understand languages they do not inherently know. 

Maximize-Grow half again as tall for a short duration. 

Metamorphosize-Change the casters shape into the desired form, can change into any shape known to the caster. 

Mute-Silence an individual, more talented casters can cast this as an area of effect instead. 

Perspicacity- Detect whether someone is lying or not. 

Phantasmagoria-Send victims into the depths of their own desires, trapping them in lurid dreams that steal away life and soul from their bodies.

Quietude-Silence an area, preventing any sound from being made or heard. 

Silver Key-Summon an ethereal silvery key that can open doors, windows, chests and more with a simple tap. 

Slumber-Induce sleep to one or more for a period of time. 

Smoke Cloud-Obscure oneself or blind foes with hazy clouds of ash. 

Somnus-Makes victims fall into a deep slumber that they cannot be roused from for many hours. 

Synchronize-Read the victim’s surface thoughts by either maintaining visual or physical contact. 

Syntax-Temporarily allows others to understand each other even if they cannot speak the same language. 

Touch of Madness-Transmute whatever is touched into something completely random.

Transmogrify-Turn a victim into a random beast from anything to a slug to a rampaging catoblepas. 

Waterstrider-Walk over water for a limited duration, duration and use is dependent on the caster. 

Waverunner-Use the tides to instantly shift from one location to the next.

Webwalk-Gain the ability to walk and touch webbed material without it sticking to the caster for a limited duration. 

Wheels of Chance-Conjure a set of spinning wheels that unleash a series of random effects. 

Whisperwind-Talk to others far away as long as you know their name and can picture their face, distance is reliant on the caster.

Thaumaturgy(Amber Magic)

Description: Thaumaturgy is the school of magic dedicated to harnessing the elements of the cosmos(Fire, Wind, Water, Wood, Stone, and Force) into spells to destroy foes or protect oneself from attack. A versatile school of magic and the easiest to learn, most practitioners begin as thaumaturges before moving onto an advanced school. It is the most widely popular form of magic found across Saol, with Wiccanism a close second. Although it harnesses the power from some life-giving elements there are no healing spells in thaumaturgy.

Thaumaturgy

-Spells-

Aural Blast-Create a cone of destructive sound, the potency varies from destroying ear drums to shattering bones. 

Aqualung-Fill the lungs of a victim full of water, causing them to drown unless the casting is dispelled or countered. 

Chain Lightning-Attack foes with a bolt of lighting that arcs from one target to the next. 

Conflagration-Attack foes with a deadly blast of exploding flame.

Detonate-Create small sonic explosions that can tear apart stone, flesh or armor, leaving behind piles of rubble and offal. 

Electrification-Caster’s entire body transforms into lightning for a short time, great for offense and defense. 

Firewall-Create a barrier of impassable flames.

Flamebolt- Attack a foe with a burning bolt of flames that sears flesh, armor and bone to ash. 

Flame Punch-Attack foes with fiery punches that explode into destructive blasts of superheated flames and force. 

Frozen Aegis-Creates a floating shield of ice that automatically protects the caster. 

Gangplank-Summon an ethereal bridge to span over a chasm or river, these stone bridges dissolve in hours so caster and user must beware. 

Geodesy-Able to sense the emanations in stone, this can be used to find rich veins of ore, deadly pockets of gas or locate friend or foe.

Galvanise-Sheathe the caster’s body in lightning that can be controlled at will. 

Gale Force-Summon the power of wind to increase movement and attack speed.

Geyser-Attack foes with sprays of highly pressurized water that can strip flesh away and break bones. 

Glaciate-Turn people or creatures into solid ice, will eventually thaw out though those that are shattered are slain. 

Icicle-Attack foes with a sharpened spike of ice.

Incandesce-Create fire to attack foes or create sources of warmth

Lightning Bolt-Attack foes with bolts of lightning.

Magnetize-Gain control of nearby metallic objects for a limited duration. 

Pulverise-Shatter a target into miniscule pieces, whether it be stone, wood, or flesh. 

Seismic Shock-Release an invisible wave that shatters bone, steel and stone alike. 

Seismic Step-Stepping down unleashes a shockwave of rumbling force that emanates out from the caster. Nearby foes are damaged and thrown prone from the ensuing shockwaves.

Shockwave-Teleport from one location to the next, leaving a booming explosion of thunder and lightning in their wake. 

Sandstorm-Create clouds of blistering sand that blind and hinder foes. 

Smoke Cloud-Obscure oneself or blind foes with hazy clouds of ash. 

Squall-Summon blistering wind, it can disrupt foes or be used to help becalmed vessels stranded on placid seas.

Stalactite-Form spears of rock and stone to launch at enemies. 

Stalagmite-Create spears from the earth to stab at unaware enemies.

Static Grounding-Gain an immunity to electricity for a short time. 

Stoneshape-Freely mold stone as if it were clay. 

Sword Rain-Unleash a hail of ethereal blades that pierce armor and flesh with horrifying ease. 

Temper-Heat or cool metallic items, including weapons or armor held by opponents. 

Tidal Wave-Drown foes with battering waves of water.

Thunder Clap-Attack foes with blasts of thunderous sound.

Trailblaze-Charge forwards, leaving a destructive trail of flames and ruin in their wake. 

Tunneler-Instantly create a stable pathway through solid stone or rock. 

Volley-Summon a line of ethereal cannons to blast victims to pieces. 

Wall of Ice-Creates a barrier of ice.

Wind Blade-Unleashes a current of intensely sharp wind that can cleave deeply into stone.

Wiccanism(White Magic)

Description: Wiccanism is the school of magic dedicated to harnessing the vital energies of living beings or life-giving elements to either heal or enhance other beings. Because practitioners must occasionally draw on their own life force they are usually much shorter lived, with many of the practitioners being the Lutins who usually live over 500 years. Lutin wiccans though generally only live into their mid 200’s, showing the devastating draw of such a school of magic.

Wiccanism

-Spells-

Aqueous-Summon small amounts of potable water.

Conciliate-Remove magically induced paranoia from a victim’s mind. 

Convalescence-Heal wounds, from minor cuts to amputations, depend on the skill of the caster. 

Curare-Heal wounds and purge poison at the same time. 

Dazzling Radiance-Attack foes with blasts of blinding, searing light.

Detoxify-Cleanse alcohol and drugs from a person's body. 

Dissipate-Dispel magically created illusions and hallucinations.

Dulcify-Dispel magically induced wrath, or quell tempers to allow for more peaceful resolutions. 

Empower-Get a boost of strength and speed for a short duration.

Hallowed Aura-Gain protection from infernal and abyssal sources for a short duration. 

Hammer of God-Create ethereal mauls that can stove in skulls or blast apart doors depending on the strength of the casting. 

Invigorate-Empower allies to move quicker and shrug off serious blows, though dangerous if not properly used. 

Lambent Gaze-Gain the ability to see in the Dark.

Loaves of Plenty-multiply a food source, turning one into three or more.

Mithridate-Gain resistance to poisons for a limited duration.

Osmosis-Cure wounds with the essence of water.

Pacify-Calm down raging, frightened, or confused animals, works better on farmland animals though can work on woodland and jungle beasts as well

Panacea-Cure diseases, poisons or curses.

Perseverance-Grant an immunity to physical attacks for a limited duration. 

Purify-Purge diseases and illnesses with the revitalizing essence of water. 

Incombustible-gain protection from fire, smoke and ash for a limited duration. 

Ray of Light-Attack foes with concentrated beams of superheated light energy.

Rejuvenate-Cure Wounds and restore energy at the same time. 

Remedy-Purge poisons from an individual's body.

Sanctify-Remove curses from a location or individual.

Rare Magic

Description: Lesser known schools of magic, some are off-branches from the main 7 while others are simply lesser known practices that are guarded by certain individuals or not viewed with much interest by other parties.

Rare Magic

Hemomancy(Red Magic)

Description: An offbranch of diabolism, Hemomancy focuses entirely on manipulating the blood and offal of mortals to empower the caster or debilitate foes.

Hemomancy

-Spells-

Blood Price-The caster heals itself with every wound inflicted towards others.

Blood Rain-Unleash a hail of sharpened blood droplets that shear through armor, flesh and bone.

Cannabalize-Consume the flesh of the same species to grow stronger, faster and durable. 

Crimson Gate-Create a temporary portal to another location, the potency of blood determines the range. 

Sanguinarius-Drain vital blood from victims, allowing the caster to heal deadly wounds in seconds. 

Thrombocytic Shield-Create scabarous shield to deflect blows.

Thrombosis-Constrict victim’s blood vessels, causing them to rupture painfully and bleed internally.

Lithography(Silver Magic)

Description: Imbuing spells into parchment that can be later cast by anyone who can proficiently read the trigger words.

Lithography

Rhythmancy(Purple Magic)

Description: Another jack of trades that has less attack spells than druidism but has spells that are similar in manner to mesmerists spells, garnering purple mages a less than favorable reputation. This school of magic is unique in that it is employed through either song, dance or a combination of the two.

Rhythmancy

-Spells-

Melodic Hymn-Restore an individual's stamina and will with harmoniously pleasing sounds.

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