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<TIL - UNCONVENTIONAL MAGIC LIST - USED>
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-Earthshine- (Sorin's magic)
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Like Stardust is a Midnight Blue cloud with sparkles of light within it, Earthshine is represented by a glow of light that gives off smoke as it shines. It's one of those perfect, yet seperate, mixtures of light and darkness; though it leans more toward the light side of things.
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Spell List:
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-Eclipse: Reflect-like spell; a Grey, semi-transparent barrier surrounds the caster and blocks any attacks. It then redirects the energy back at 2x the damage in the Dark Element.
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-Aurora: Light element spell; a multicolored vortex that is draws enemies into it for moderate damage.
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-Solar Flare: A weapon related spell; the user’s weapon becomes super heated and sends out whips of super hot energy each swing.
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-Full Moon: Cure Spell; supernatural moonlight shines on the user and his allies, expends all magic.
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-Solar Wind: Level up of Solar Flare; the user’s weapon is super heated and a blade of super hot energy can be sent out when it’s slashed. Limited to one blade at a time.
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-Moonfire: Bolt of light magic falls on target and then deals minor damage over time.
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-Atmospheric Haze: The caster is surrounded by a translucent barrier that distorts their image; make their position difficult to pin down. Magic can still connect, but they are difficult to hit with physical attacks.
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-Enrise: The caster makes a fist with one of their hands held up diagonally across their chest. Then, by swinging it out in front of them, a gust of powerful winds are thrown at the opponent, sending them flying.
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-Parallax: The magic is channeled into the user; allowing speed that, for just a second, allows the user to be in two places at once.
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-Solar Storm: Highest level of Solar Flare; the user’s blade is superheated and, when slashed, sends out multiple blades of super hot energy. Consumes about half the user’s magic.
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-Bishop's Ring: A magic-proof sphere appears around a target. Nothing magical can get in or out as long as the spell is consciously active.
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-Cataclysm: The user summons light energy into their weapon and stabs into the target as dark energy flows in blade; resulting in an Ultima level explosion. Consumes all Magic and damages the user as well as any allies near the target.
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-Dream- (Audrey's Magic)
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Dream magic appears a sparkling, pink cloud of energy; seemingly, it is an energy that is formed from the dreams and positive energy of the user themself. Though it's element is slightly scewed, it appears to have the most elements in common with Light.
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Spell List:
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-REM: Ether like spell; restores all magic with a cloud of light pink color.
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-Quiesco: Regen spell; targets will recover health for a total of five minutes, even if attacked.
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-Vita: Healing spell; single target, restores a minor amount of health.
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-Daydream: Imbues the target with a reflect status; meaning that magic cannot hit them.
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-Ortus: Leveled up Vita; restores a large about of health and has an area affect.
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-Apnea: Steals the breath from the target; dealing damage to health and magic.
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-Tutela: Raises a target’s defense by 1.5x and their resistance by 2x.
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Phantasos: Cures target of any status effect that's been afflicted.
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-Somnium: Highest level of Vita; completely heals a target and gives a very slight regen boost.
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-Lucid Dream: Leveled up Tutela; raises defense and attack by 3x.
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-Animus: Takes the dreams of the caster and turns them into a burst of energy; costs the entirety of their magic and causes them to pass out after casting(Has the potential for friendly fire.)
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-Dream Walker: The user can expend all their magic at once to enter the dream of another for a few hours of real time.
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-Nightmare- (Ignis' Magic)
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Nightmare magic appears, in its purest form, as a cloud of black mist with hints of red within its depths. As with Dream magic, it's element is a bit difficult to pin down; it has much in common with Darkness magic, but also appears to be related to the user's negative thoughts.
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Spell list:
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-Metus: Instills fear into the target, weakening attacks and causing their decisions to become less sound.
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-Caesuc: Robs the target of their sight for a few moments.
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-Night Terror: A weak bolt of red lightning; damages health and magic.
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-Wraith: Steals part of the target’s soul, draining away all Magic.
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-Phobetor: Gives a random status effect aside from one like burning, freezing, or death.
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-Mortis: Draining spell; saps the target’s HP and uses it to restore the caster’s health.
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-Phobia: Leveled up Night Terror; the lightning bolt is stronger and tinged with black, deals damage to health and magic.
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-Letum: ‘Decay’ spell, drains the target’s health for about 5 to 7 minutes.
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-False Awakening: Highest level of Night Terror; the lightning bolt is pitch black and deals tremendous damage to HP and magic. However, as with Dream magic, this forces the caster to pass out.
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Delusion: The Nightmare equivalent to Dream Walker. The user expends all magic to trap someone in a Lotus Eater state. The dream could be either good or bad; if good, they will be put in an eternal paradise; if bad, eternal torture by their worst nightmares. If successful, they would be trapped for a lifetime unless Dream Walker is used to break them out.
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-Transcendent- (Rozalin's magic)
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Transcendent magic doesn't truly have a defining colour, though it leans mainly towards metallic and gem-like colours such as ruby red, bronze and gold. This magic is the power of emotions and emotional bonds, emotional bonds, and as such varies in strength and element depending on said emotional bonds. It's full name is Transcendent Bonds of True Emotion Magic, but it is normally shortened to Transcendent (or even TBTE) Magic.
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Spell List:
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-Emerald Fields: Area of effect spell that is normally Non-Elemental and gains strength from being jealous of someone, whether it's what they have or otherwise.
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-Onyx Blade: Melee weapon is covered in black crystals, making it capable of slicing through steel easily. Powered by hating or being angry towards someone. Dark Elemental spell.
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-Bronze Deflection: Creates a shield of bronze-coloured magic that deflects one melee or magic spell. It is a Fire Elemental spell and is powered by feelings of protectiveness.
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-Ruby Rain: Summons a miniature storm of ruby spears upon enemies. Powered by the need to hurt or kill, and it's a Thunder Elemental, despite all normal colour conventions.
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-Silver Spiral: Launches a channeling beam of silver energy to give an ally a power boost. This is a Non-Elemental spell and is powered by comraderie, often used in battle.
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-Sapphire Strike: Another melee attack, but this one is a Water/Blizzard Element spell and happens to use bare hands. It is powered by excitement, and it appears as a wave of blue around the user's fist.
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-Golden Golem: Summons a golem of pure gold, which strikes fear into anyone it looks at. It also packs quite a punch. This is powered by fear, and is, funnily enough, a Light Element spell.
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-Chromatic Ragnarok: The ultimate TBTE spell, this is classed as a spell of every element and can only be used by channeling the emotions and magic of other people who are in tune with their emotions. This creates a large, chromatic explosion, with every colour of the above spells visible. This leaves the casters tired beyond belief, but wipes out almost anything that it's aimed towards. Also, it can only harm what it is intended to harm.
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-Steam- (Louis's Magic)
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Steam magic is a very unusual magic type. It is offensive, but acts as a distraction just as easily; it is water based, but is weak to fire; it is dangerous and confusing, but can heal just as easily. Steam just loves to be contradictory. Of course, it’s simply represented by swirls of smoke around the caster’s arm.
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Spell List:
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-Scald: Attack spell: sends a blast of intense steam at a singular target to inflict damage.
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-Mist: Defense spell: enshrouds a small area around the caster in steam, making physical attacks very difficult.
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-Sauna: Healing spell: steam energy relaxes the body and helps relieve pain, restoring some health.
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-Humidity: Defensive spell: Sister to Sauna, an influx of high temperature steam weakens the target’s body and makes attacks weaker.
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-Condensation: Anti-buff spell: A blast of steam energy soaks the target, rendering them extremely vulnerable to electrical attacks.
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-Dry Drowning: Offensive spell: Increases the humidity in the air to the point where it gets difficult to breathe; has both area effect and friendly fire.
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-Evaporation: Anti-buff spell: Takes water away from the target; making them very vulnerable to fire attacks.
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-Pressurize: Offensive spell: A high pressure blast of steam that forces the target back and highly damages them; level up of Scald and requires a full minute of concentration to compress the steam.
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-Smoke- (Mary's Magic)
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Smoke magic is the counterpoint to Steam magic; and, much like Steam, is an offensive magic that is just as useful for distraction. It has roots in Fire magic but is weak versus Wind magic and is simply represented by swirls of smoke around a user’s arm, though the caster starts to smell of cigarettes after a while as well.
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Spell List:
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-Smokescreen: Defensive spell: creates an area of thick smoke, making the caster difficult to find or hit.
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-Scorching Embers: Offensive spell: A smoke cloud heavy with live embers, deals minor fire damage to target.
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-Volcanic Ash: Status spell: Sends a blast of ash into a target’s face; having a chance of blinding and silencing.
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-Dioxide: Offensive spell: forms a cloud of smoke around a target’s head for a short time, making breathing difficult.
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-Incense: Restoring spell: scented smoke stimulates the mind to restore magic power.
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-Powder: Offensive spell: Concentrated ash that will explode when mixed with heat is summoned in varying densities.
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-Monoxide: Offensive spell: Level up of Dioxide; creates a poisonous cloud of smoke around a target, making breathing extremely difficult and draining their health for a short time.
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-Flashover: Offensive Spell: Level up of Scorching Embers; the caster has to concentrate for a minute, but any and all smoke they create immediately flashes into flames. High friendly and self fire.
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-Brimstone- (Isaac's Magic)
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Brimstone is a subset of demonic magic; though it’s closer to darkness than its parent spell group. Flames and fire also seem to have a role in it as well, as several the spell seem to have a connection to the element. Black smoke tinged with the blood red flames of demonic energy is the physical representation of the magic and show that it has a weakness to light and water-type magic, and a slight weakness to ice.
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Spell List:
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-Hellfire: One of the more base spells, Hellfire is little more than a blood-red fireball conjured in the caster’s hand. It may be thrown or used to light objects, but can cannot be maintained for longer than a few minutes. If thrown, it is used akin to either a strict fireball or an incendiary grenade, with either an arc or not. It can also be set on the ground to act as a fire based mine that will explode and set the target aflame if stepped on or near.
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-Doubt: Smoke covers a large area, obscuring visibility and making it difficult to tell friend from foe.
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-Soul Wound: The caster enchants their weapon so that they deal damage directly to the soul of another, cutting into their magic reserves.
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-Soul Burn: This spell only affects the caster and, when activated, lets their own soul take the damage their body would. Enemy attacks will drain magic instead of health, but the effect will vanish should the user run out of magic.
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-Sulfur: A level up of Doubt, this spell enshrouds the target in a cloud of acidic smoke; making breathing hard and sapping away health while still making it hard to tell friend from foe.
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-Soul Drain: The caster enchants their weapon so that all their attacks drain health into them; comes with a deduction to attack power, but it is relatively minor.
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-Reaper Scorch: An upgrade to Hellfire, this consists of essentially a flamethrower of the blood red hellfire tinged with some smoke, allowing for a spray of flames from one or both hands over a wide area, using up magic progressively as it is kept active.
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-Doom Blaze: An upgrade to Hellfire, this consists of a concentrated beam of blood red fire mixed thoroughly with smoke that deals heavy fire damage and can cause significant knock back, in addition to causing a cloud of smoke at the point of impact to shroud view. This can be fired from either a single hand, or both for added effect, but cannot be fired in more than one direction at once, and uses a lot of magic.
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-Doom Blaze: An upgrade to Reaper Scorch, this consists of a concentrated beam of blood red fire mixed thoroughly with smoke that deals heavy fire damage and can cause significant knock back, in addition to causing a cloud of smoke at the point of impact to shroud view. This can be fired from either a single hand, or both for added effect, but cannot be fired in more than one direction at once, and uses a lot of magic.
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-Ashen Glow: High Level restoritive spell; on the level of Curaga. Volcanic ash imparted with a slighly blood red glow; healing the target and any others near them.
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-Infernal Spear: A powerful long range precision attack. A very large spear composed of black smoke and red fire crashes down from the sky, causing fire and darkness damage on contact with the ground, along with a planar shockwave along the ground causing some additional damage to the target. Requires two to three seconds of uninterrupted concentration to perform.
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-Burnt Gate: Teleportation skill, used to transport the user and any person in direct contact in a burst of dark red smoke. Almost exclusively used to transport across a world or from one world to another.
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-Blood (aka Hemomancy)- (Spencer's Magic)*
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Blood Magic has a natural basis upon the body and the ways to manipulate the bodily functions of organic creatures for use in both offensive and defensive measures. While it is primarily used upon the spell-caster to defend or boost his abilities, certain spells and abilities can also be cast upon an opposing enemy offensively in an utterly gruesome way. While powerful, it is utterly ineffective against inorganic threats, unless they too have a confirmed circulatory system that can mimic actual life. It's physical representation is a trio of crimson droplets.
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Spell List:
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-Drain: One of the few offensive skills and the basis for the majority of advanced skills, the user attacks and creates an open wound. With the wound open, the user can begin to draw out that blood, which he proceeds to devour. The effect can be lethal, depending upon how much blood is removed, and the size of the open wound.
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-Tap: With an excess amount of blood due to the drain, the user can now tap into that blood's innate abilities, provided that it has not been in storage for more than a week. The earlier that tap is used, the more potent the ability.
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-Meat Puppet: One of the admittedly more sadistic and powerful abilities, the user takes command of the person's body, which that user can use however is seen fit. However, one with enough will can override this ability, and any sort of damage to the user will likewise cancel it.
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-Blood Bomb: The most devestating offensive skill, this magic is initiated when the user simply bites the target. Doing so releases a small amount of his or her own blood into the target, which lays dormant until it is triggered by the caster. At that point, the infected target begins to inflate to implausible proportions, before exploding in a crimson mist, leaving no trace. Major opponents have a immunity to it, but underlings are very susceptible.
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-Transfusion: A variant of the Tap ability, this one primarily uses the excess blood in order to aid in the assistance of healing. Therein also lies a second variant, Detox, which purges any poisoned blood of the user and replaces it with any excess that the user has.
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-Blood Shield: A defensive skill, this spell allows excess blood to manifest outside the user's body, provided that the user is within a dark area, and is dependent upon how much excess blood is used. More blood equates to a larger shield.
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-Blood Frenzy: The standard offensive skill, the user calls upon the excess blood obtained from the drain to generate claws upon the user's hands, during which attacks can cause greater damage. This also brings the user into a slight berserker rage, which detracts from tactical thinking.
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-Blizzard- (Yuki's Magic)*
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The magic of Ice and cold, Blizzard is a magic that is great for slowing down or out right stopping enemies at a distance. It suffers at close range because of this, but makes up for it with versatile defensive techniques. Weakness is obviously Fire, but it is strong against Earth; while Wind and Water both compliment it.
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Spell List:
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-Blizzard: The basic spell of this magic; calling down small amounts ice and snow on the target in a precision strike.
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-Diamond Dust: This spell conjures a fog-like cloud of ice crystals that alters the path of any non-ice related spell, sending it off target while dealing minor damage; fire will dispel the effect.
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-Soothing Chill: This is an ice type healing spell that focuses cold on an area to take away pain and aid the healing process.
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-Blizzara: The next level of Blizzard; calling down a whirlwind of Ice and Snow on a target with minor Area damage.
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-Ice Claws: The caster condenses ice in the form of animal-like claws on their hands for melee attacks.
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-Blizzaga: The highest level of Blizzara; calling down a miniature storm on a target with moderate Area Damage.
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-Ice Spear: level up of Ice Claws; creates a spear from ice for greater range and versitility.
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-Shatter: Creates a wall of shards of ice, and blasts them all at the enemy, similarly to a shotgun blast in how it spreads out as it goes further.
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-Cryogenic Bomb: A ball of ice and cold air, thrown like a grenade, which explodes on contact, freezing weakened enemies and leaving behind a small block of ice that can be temporarily used as cover.
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-Ice Launch: User rapidly creates a large ice spike beneath their feet that launches them into the air, allowing them to make jumps of greater height and distance.
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-Frost Shield: A wall of field of super cold air and water vapor that can stop projectiles such as bullets.
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-Absolute Zero: The level up of Diamond Dust, this spell radiates an aura around the caster so cold that nearly everything freezes instantly. Friendly Fire is unavoidable, and weaker enemies might become brittle enough to shatter with a strong blow.
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-Lightning- (Jessica's Magic)
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Lightning, oddly enough, has next to nothing to do with electricity; it is a combination of Fire and Light magics that occasionally mimics electrical energy. It is often conjured via a white flame around the caster’s hand and seems to be geared partially toward offense, though not nearly as much as Fire magic. It is strongest against Ice or Dark magic and is strengthened with Wind.
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Spell List:
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-Bolt: The basic spell, this hurls a bolt of white flame at a single target.
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-Ribbon: A melee spell that conjures a whip-like stream of white flame for the caster to use in combat.
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-ECT: Envelops a target of caster’s choosing in white flames, cauterizing their wounds with minimal pain.
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-Ball Lightning: Essentially a grenade, this spell generates a sphere of white flames that is lobbed at a target; deals area damage when it explodes.
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-Blue Jet: A level up of Bolt, this spell shoots a bolt of blue hot flames at a target.
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-Sheet Lightning: Creates a sheet of white flames where the caster so chooses, preventing non-flying enemies from crossing.
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-Sprite: Level up of Blue Jet, this is an area effect spell that covers a large area in an explosion white flames; friendly fire possible.
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-Nature- (Kara's Magic)
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The life force of the planet itself, Nature is a magic that has always been hard to pin down. It has connections to Wind, Plant, Water and Earth magics, but is always weak to things like Metal, Dark and even partially weak to Fire. It seems to manifest most often as a green glow about things, and is occasionally accompanied by the scent of roses or daisies. Nature make is strongest in natural settings but suffers in urban areas, though it will only refuse to work in a setting that is 100% unnatural.
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Spell List:
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-Thorn Patch: A spell between Offense and Defense, this spell summons a small patch of thick thorns were the caster so chooses; either halting the advance of an enemy, or forming them under one for damage.
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-Zephyr: A blast of wind that could blow a large group back, or be concentrated into a strong blow at a single enemy; provided the caster can concentrate.
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-Purity: The Caster summons water purer than the clearest spring; revitalizing the body and increasing stamina.
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-Fertile Soil: The area about the caster is infused with magical energy at the cost of half their magic; however, any spell they cast before the effect wears off is significantly stronger.
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-Thorn Whips: The caster must jam their arms into the ground to summon up a pair of thorn covered vines that act as whips for them. The whips are controlled by their will, but they cannot move while this spell is active.
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-Ingrown: The caster is frozen in place by a system of roots the plant them in the ground; they cannot move, but steadily gain health for as long as they remain in the ground.
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-Sakura Petals: A whirlwind of petals from a Sakura tree covers a large area with the caster at the center; upending all within it while dealing steady damage every second to ally and enemy alike.
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-Blessed- (Naito's Magic)
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Blessed Magic is a strange energy; it has some roots in light and it has similar reactions to Darkness, but it lacks the compatibility with it of its parent magic. There is a slight connection to Holy magic as well; but they stem from the same source, so it’s difficult to differentiate. In terms of what it actually is; it’s exactly what its name suggests: A way to bestow ‘blessings’ on people, usually buffs or healing, but there are some offensive spells. It has a physical manifestation in the form a pale gold(almost white) light that comes from the caster.
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Spell List:
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-Benediction: A protection spell; this creates a weak shield around a target and lessens the damage they receive for a short time.
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-Virtue: A healing spell; rather low level, this one only restores about half of the total health of a target.
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-Sanctus: An offensive spell; this lets loose a burst of concentrated holy energy in a small area.
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-Creed: A level up of Benediction; this creates a more powerful shield that halves all damage taken.
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-Intervention: This spell is a support spell; it teleports the cast in front of an ally to protect them.
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-Genesis: A fully powered Virtue; this spell heals the target and gives them a potent Regen boost for several moments.
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-God’s Favor: A fully leveled Creed; this spell fully negates damage for a short time.
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-Divine Fury: A level up of Sanctus, this is a literal explosion of divine energy; friendly fire is a danger and even the caster winds up damaged from casting.
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-Angelic- (Greg's Magic)
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Angelic is an interesting type of magic; in many ways, it’s a combination of Light and Divine that has moderately more connection to the latter. It doesn’t have the Darkness phobic nature of some combinations, but it’s still not something that occur all that often. Many consider this the counterpoint to Brimstone magic, even if neither is inherently antagonistic toward the other. It is also interesting to note that, while not afraid of Darkness, it can still be overwhelmed by it with enough force and Fire will have a good chance of overwhelming it as well. In terms of representation; it seems to be wispy clouds with a very faint blue tinge.
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Spell List:
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-Halo: This is the root of any and all spells that rest in this magic. It forms a halo over the caster, turning them and all their attacks into Light-types as well as letting them use all other Angelic spells.
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-Blessing: Base healing spell; this restores about half of a target’s full Health.
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-Guard: A protection spell that forms a barrier around a single target; temporarily shielding them.
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-Reckoning: An arrow-like spell, for precise attacks at a distance.
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-Celestial Impulse: A reflective defense spell, this has the user hold up one or more hands, the area just before the hand acting as a magnet for incoming magical projectile attacks. Each hit is transferred to the user's magic reserves, rather than health. All of the attacks concentrate into a ball, which is fired back, dealing heavy light-based damage and moderate fire and wind-based damage in a splash effect. Upon firing, all of the magic except that of the first absorption is returned to the user. However, if the user oversteps his magic reserves, all of the attacks will hit simultaneously through the ball.
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-Hope: A short range teleportation spell, meant to be used to rapid movement in the heat of a battle; requires a sizable chunk of magic to do.
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-Courage: A buff spell; this ups the attack of a target for a short amount of time. 
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-Insight: A spell that lets you see through anything that would normally block your vision.
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-Purification: A healing spell that fully restores health and has the added bonus of removing Status Effects.
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-Last Judgement: Level up of Reckoning; this spell is the equivalent of a ballista bolt and can be either fired, or called down from above.
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-Breath of God: A spell releases what is just shy of an explosion of Wind and Holy energy; deals major area damage and has friendly fire.
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-Poison Magic- (Jasmine's Magic)
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The magic of every poison that can rot the blood and kill the mind; it works on weakening, sickening and, obviously, poisoning opponents. It is one of the few magics not actually related to any of the others; and, as such, has no definable strengths or weaknesses. What it does have, though, is a physical representation: A sickly green glow that often seems to drip from the caster when used.
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Spell list:
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-Bug Spray: A burst of poison mist; it deals poison damage for a short period but vanishes after a few minutes.
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-Stingers: Magically conjured darts that are fired from the caster’s fingers; they stick into what they hit and inflict a mild poison.
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-Antidote: Healing spell; taking all toxins out of the blood and restoring health to either the caster or one target.
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-Poison Spray: A level up of Bug Spray; the caster generates a spray of mist from the caster’s hands that deals more damage and has a lingering effect that wears off after a few moments.
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-Acid: Level up of Stingers; this spell coats the user’s hands in poisonous acid that burns whatever it touches, it can be extended to weapons for added damage.
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-Detoxify: Level up if Antidote; this purifies and area of all toxins, healing all allies within it.
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-Acid Rain: Level up of both Poison Spray and Acid; the caster summons a rain of acid overhead, it damages all that it hits except the caster and has a chance of inflicting a poison status that lingers until a healing item or spell is used.
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-Memory-(Naminé's Magic)
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A unique blend of the physical and the metaphysical, Memory magic is a magic that few can use and even fewer can master. It works by having a deep connection to a person’s mind and thoughts; so, unless you are either in a state where the mind and memories are easily accessible, or are intimately familiar with the mind of the person in question, this magic simply will not work. Because of the strange nature of this magic, there is no known connection to any other magic; though this has more to do with this magic being so rare it is difficult to study. It’s manifestation, strangely enough, is a white mist about the caster’s hands or weapon.
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Spell List:
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-Blank: A low level spell that affect a single target; making them forget one of their abilities at random.
364
-Muscle Memory: A buff spell that can affect allies or the caster; making their attacks more automatic and, therefore, faster.
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-Willpower: Something of a healing spell; this causes a target to forget any fatigue or minor injuries they have, letting them fight longer. This can be dangerous if over-used, as all the fatigue and pain snaps back to the target when the spell fades.
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-Forget Me Not: A spell that takes memories from one target and puts them into another; temporarily granting them skills from the other.
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-Brain Freeze: A leveled up version of Blank; this spell wipes clean about half of the target’s skills for a short time.
371
372
-Synthetic Mastery: A leveled up version of Muscle Memory; this creates memories of mastering a weapon and turns the target into a proficient expert for a short time.
373
374
-False Memories: This spell implants fabricated memories into a target; this causes them to be confused and, in in the case of some lower leveled enemies, even switch sides.
375
376
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377
378
-Havoc- (Lidia's Magic)
379
Havoc Magic is based on the principal that by altering probability, everything can change, and that nothing is firm and solid. It has absolutely no connection to any pre-described elements prior to use, but the end effect could cause any kind. While it can be given a general form by the caster, the effects could be utterly random and unexpected. Greater masters can influence the final outcome of the magic, but novices tend to lack that level of control. Due to it's chaotic nature, it has no concrete form, and has no confirmed coloration.
380
381
Spell List:
382
383
-Chaos Beam: The user channels pure Havoc energy into a concentrated beam. The final effects are various, but mostly work into an offensive form of one type or another. Attack effects are fire, ice, thunder, earth, and poison.
384
385
-Chaos Grenade: Another offensive move, the user concentrates and creates an orb of Havoc energy, which is tossed at an opponent. It can hit an enemy or the ground nearby, which releases the energy in a 3-yard radius. Once again, the effects are random, but it usually ends up as an offensive measure.
386
387
-Random Wave: An aura of Havoc magic surrounds the user and any chosen allies. The aura automatically cancels weaker physical attacks and many weaker spells, or else it may generate either a phyiscal stat booster or a healing spell.
388
389
-Chance Cannon: An upgraded version of the Chaos Beam, it suffers from the same random offensive attack as Chaos Beam, only that it will either add on a second effect, or just increase the damage output of the single effect.
390
391
-Probability Dome: Once again, a upgraded skill, this time of the Random Wave. And like the Probability cannon, it can either give two separate effects, or increase the effect of one effect.
392
393
-Luck Bomb: Yet another upgraded attack, this one in the vein of the Chaos Grenade. It differs from the others since this one can either generate 3 effects, or increase the power of 2 effects. The area of effect is also increased to 5 yards instead of the standard 3.
394
395
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396
397
-Cyber- (K1-R4's Magic)
398
The magic of machines and the cyber; you could almost say that this is more of a science than a magic. It holds no sway in the undeveloped wilderness, but is on par with the most magics when in a semi-modern society and incredibly powerful in a cyber-world; almost to the point of making a highly skilled programmer a minor demi-god. In non-cybernetic settings, the manifestation of this magic is blue electricity, but in cybernetic settings, it is in the form of minor image glitching. This magic type is weak to electromagnetic powers, as they can cause spells to malfunction and backfire.
399
400
Spell List:
401
402
-Surge: An electrical surge is sent through an object (biological or technological) that can be anywhere from highly debilitating to moderately damaging.
403
404
-Bitmap: Only usable on a fully cybernetic world, this allows the user to temporarily merge with the surrounding area to a minor degree. While they are incapable of reacting while this merger is in progress, the user will have a full map of the area written into their head.
405
406
-System Restore: Though usable in a real world setting, it is far more potent in a cybernetic one. It heals the user and, if used in a cybernetic world, be extended to allies.
407
408
-Backdoor: A level-up of Bitmap with the same limitation; this lets the user merge with the immediate environ to get a mental map of the area and- to a minor extent- alter it.
409
410
-Full Scan: The user takes a full minute to scan a target and is rendered incapable of casting spells; but the scan gives them a full mental breakdown of the target’s weapons, skills, magic and other important information.
411
412
-Anti-Virus: An aura surrounds the user, rendering them- for a very short time- immune to damage. Only usable in a cybernetic setting.
413
414
-Reprogramming: Another cyber spell, this affects the entire immediate area; rewriting everything’s programming before it is reset to its original setting. The caster is not immune to this and it is highly damaging to allies and enemies.
415
416
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417
418
-Trench- (Jess's Sword's Magic)
419
Magic of the deepest, darkest oceans, Trench is a combination of Water magic and a mix of Gravity/Darkness. It’s specializing in ‘trapping’ an opponent in some way; either locking their magic, weapons, or- at later levels- the target itself while damaging them to make them even more vulnerable to the caster’s other attacks. Fittingly, it’s weak against Light magic and somewhat against thunder; it’s strong versus Fire and outright negates flight abilities. It’s manifestation is a swirl of literally black water around the caster’s arm.
420
421
Spell List:
422
423
-Resistance: The target’s weapon is coated in black water, making it difficult to swing as if it is underwater.
424
425
-Deluge: The lower half of the target’s head (the mouth, but not the nose) is enveloped in black water, forcing them to not speak or the water will rush in and choke them.
426
427
-Current: The target’s limbs are partially surrounded by black water and their movements are restricted as it fighting against moving water.
428
429
-Decompression: In a shocking display of versatility, this spell actually eliminates some pressure from the target; which then proceeds to cause air bubbles to form in their bloodstream and making all movements painful while damaging them for a short time.
430
-Pressure: Encases the target in black water, squeezing them and cutting off air for a moderate length of time.
431
432
-Deathly Cold: Water colder than ice is summoned around the target for a split second, shocking their body and stunning them for a moment.
433
434
-Nightmare Mist: The caster summons black mist into the area; in addition to confusing the ones trapped in the mist by near blinding them, it also taints the ones who breathe it with Darkness to make them more violent.
435
436
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437
438
-Light- (Rikka's magic)
439
Pure light in the form of magic; this is a magic of a lot of derivatives while it, itself, is rather rare. It is a magic with a preference for force overr the subversive tactics Darkness favors, and is often outright violent in it’s castings. Speed also seems to be favored by Light; as many of it’s attacks are capable of being cast multiple times in a row for added damage. It is interesting to note that, under very select circumstances, this magic actually CAN mix with Darkness magic; but those are very situational and it is more likely that Light will eradicate Darkness with a very forceful and fast strike. It’s representation is, of course, pure white light.
440
441
Spell List:
442
443
-Fireflies: The caster summons ethereal insects made of light that explode with light energy upon hitting an enemy. Minor damage individually, but it can stack up very fast in a swarm situation.
444
445
-Flash: An attack that, while not damaging in and of itself, will blind everyone with a clear view of the caster for several minutes.
446
447
-Light Rain: The caster summons arrows of light energy down from the sky; this attack only lasts for a few seconds, but is still dangerous.
448
449
-Pure Light: The one healing spell in this magic, it sends a scouring light though the body to eradicate any foreign substances and to accelerate the natural healing process exponentially.
450
451
-Flash Cannon: The caster gathers all the ambient light around them into a single, nearly solidified ball of light and then releases it in a single direction with moderate force behind the resultant beam.
452
453
-Hologram: A level up of Fireflies, this spell lets the caster summon constructs of solid light to do their bidding.
454
455
-Brilliance: The light given off by the caster is intensified to the point that it actually burns everyone in the immediate area.
456
457
-Laser Storm: Level up of Light Rain, this summons hundreds of laser arrows that rain down on a rough area; likely to hit everyone and everything but the caster. The lasers are solid enough to be deflected, but they are incredibly numerous.
458
459
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460
461
-Thunderstorm- (Nicole's Magic)
462
The magic of the wild storms that ravage the land; Thunderstorm combines Wind and Thunder to devastating effect. Force is the primary direction of this magic, being all about showing it’s own strength in offensive (and occasionally defensive) power. However, this power comes with a rather high price; there is always going to be a friendly fire situation with this magic, and even the caster themselves is not immune to the damage at later levels. This magic’s manifestation is actually the wisps of a cirrus cloud swirling around the caster’s forearm and hand; which, perhaps as an antidote to the dangerous nature of the magic, has a minor healing affect on those it touches.
463
464
Spell List:
465
466
-Thunder Strike: The caster summons a small bolt of lightning (about wrist to elbow length) and hurls it to attack. In addition to the initial damage from the lightning, this spell generates a concussive blast of wind at impact that damages the area around the target.
467
468
-Single-Cell: The caster raises his hand and summons a cloud over their head that randomly shoots lightning about and then explodes with a burst of wind energy. The caster can remain below it to partially direct the attack, but will take the brunt of the damage from the explosion; or can leave it where it conjures and risk being struck the same as all others.
469
470
-Squall: The caster extends the clouds around their arm to their entire body; having the effect of restoring some of their health while lightning arcs around them for damage.
471
472
-Air Mass: A burst of electrically charged air blasts out around the caster, causing them minor damage while blasting anything around them back.
473
474
-Multi-Cell: A level up of Single-Cell, this spell summons three clouds around the caster; the choice is the same as before, where they can remain between them to direct them slightly and take significant damage, or they can let them shoot about randomly.
475
476
-Derecho: A level up of Air Mass, this spell blasts out a damaging wave of air (bordering on an omnidirectional slicewave) followed by a wave of electricity. However, to cast this, the caster must hold the electricity within their body until the wind has passed; dealing constant and significant damage until it’s release.
477
478
-Cyclone: The level up of Squall; this spell is exceedingly dangerous for the caster as well as anyone around them. It involves them summoning a literal tempest of electrically charge clouds centered on them; though the caster gets a healing boost from the clouds, all this does is blunt the damage that they are dealt constantly from the lightning that arcs between the clouds. Magic is fully drained from this spell, and it leaves the caster heavily damaged for using it.
479
480
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481
482
-Phantasm- (Cain's Magic)
483
The magic of illusions and fantasy, Phantasm is actually under the dominion of Light, as most of it’s spells involve manipulating it in some way to create its effects. Interestingly, it has no weaknesses in and of itself, but it can not be used in areas of low light; as, without sufficient material to manipulate, it can’t form it’s illusions. Also, it should be noted that very few exceptions, it is not a magic that is useful for attacks; it can be used to distract and impair in some way, but not as a direct offense by itself.
484
485
Spell List:
486
487
-Dazzle: Sparkles of light are conjured around the area and shine their twinkling lights on enemies to distract them.
488
489
-Sleight: For a short time, the caster is rendered invisible to most eyes; allowing them to perform sneak attacks if used with proper timing.
490
491
-Conjure: A weak construct of light is summoned by the caster; while this is solid enough to attack, it is very weak and would only do minimal damage and is mostly useful as a distraction. The form is whatever the caster chooses, but it’s never larger than hand-sized.
492
493
-Prismatic: Level up of Dazzle, colored lights dance around to confuse enemies and distract them while the caster acts.
494
495
-Spectrum: The level up of Conjure mixed with Prismatic; this spell summons illusionary copies of the cast of a solid color while turning the caster a solid color. What color the caster turns varies, but it’s always identifiable as the caster is the only one with a shadow.
496
497
-Amaze: A burst of intense light is conjured and directed into the eyes of an opponent, causing temporary blindness in them.
498
499
-Prestidigitation: The level up of Sleight; this spell allows the caster to turn themselves and their allies invisible for as long as they have magic. Naturally, this inflicts a constant drain on their magic, and- while restorative items and spells CAN extend it- it will always drain them of their magic entirely if constantly used.
500
501
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502
503
-Water- (reserved for Xelha)
504
505
One of the basic elemental forces, water is not not to be underestimated.  Like the element, this magic is flexible, capable of being used for both a strong offense and defense.  It is represented in the caster by them being surrounded by a small, circling formation of water around them.  This magic is strong against Fire, Sand, and Metal, but is weak against Electricity.  When used in tandem with Ice and Electricity, it can strengthen them.
506
507
-- Water:  A small sphere of water is thrown from the caster, impacting the target and doing a small amount of damage.
508
-- Purity: The Caster summons water purer than the clearest spring; revitalizing the body and increasing stamina. (MP recharge and healing)
509
-- Aquatic Shield: Water forms a barrier in one direction, fired from the hands or staff, doing more damage if cast from the latter.
510
-- Watera:  A sphere of water nearly as big as a person impacts a target, doing moderate damage.
511
-- Whirlpool: A Magnet-like spell, a swirl of water occurring around the caster, drawing nearby targets in.
512
-- Waterga: A sphere of water the size of two people in diameter swallows up the target, causing major water damage through an internal torrent.
513
-- Waterfall: Heavy rain falls on the target, causing some water damage.
514
-- Flash Flood: Waterfall upgrade. Water pours down on the target from the air and sides, causing moderate water damage and possibly knocking the target off his or her feet.
515
-- Leviathan: Flash Flood upgrade. A massive tidal wave comes up behind the target, causing massive water damage, knockback, and possible friendly fire.
516
517
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518
519
-Stardust- (Daniel's magic)
520
Stardust appears as a midnight blue mist with countless sparkles of lights within its depths. As far as types are concerned, it's called a perfect, yet separate, mixture of Light and Darkness and seems to carry traits of both; it leans toward Darkness though. It appears related to the user's will or wishes; as the power fluctuates based on them
521
522
Spell List:
523
524
-Star Storm: Whirlwind spell; lasts a few moments and seeks out enemies on its own.
525
526
-Star Blade: Cutting attack; slice wave that can be sent in just about any direction.
527
528
-Starlight: Healing spell; sparkles of light fall onto the target to heal wounds.
529
530
-Starfire: Flare of starlight that deals light-based damage and has minor area damage.
531
532
-Corona: Reflect barrier; blocks most attacks and reflects their damage 1.5x back, but can only be used three times in a row.
533
534
-Star Saber: Powered up version of Star Blade; increased range and damage
535
536
-Starbane: Weak black hole that sucks in enemies for damage.
537
538
-Polaris: Powered up Healing spell, affects all allies near caster.
539
540
-Supernova: Powered version of Starfire, larger area damage and deals both light AND dark damage.
541
542
-Pulsar: Powered up Star Storm, larger whirlwind with faster enemy seeking abilities.
543
544
-Accretion Disk: Most powerful version of Star Blade; a buzz saw like energy disk that has twice the original range and four times the power.
545
546
-Stellar Wind: Most powerful version of Pulsar; sucks up multiple enemies and deals high amounts of damage.
547
548
-Cosmos: At the cost of all magic, an extremely powerful spell may be directed at a single enemy for a massive amount of damage. Renders the user defenseless for several moments. 
549
550
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551
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