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Fantasy Spells

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Quinlan63

The Overlord
Path of the Shaman
Shamanism is by far one of the more ancient and primal magics at its core center. For one to even grasp the basics of it you must have a calm mind and patience. As such it is one of the less practiced forms of magic. But for those who put the time and effort into it anything can be done..... Even what is thought to be impossible.

User can perceive, contact, and bargain or control the spiritual world through shamanism.

Even before going into what a shaman is and does, one has to understand shamanistic worldview, which is based on the premise that the visible world is pervaded by invisible forces and/or spirits which affect the lives of the living, the elements and nature in general. Thus everything/anything either has or has potential to gain awareness and/or consciousness. Secondly, there are several levels of existence, worlds of the mortals being one of them. Others include the Underworld, where the dead go, and the Upperworld, where great spirits/gods live.

A shaman is someone who has both ability and training/knowledge to both perceive the spirits and their effects and how to contact and manipulate them, either by bargaining, tricking, or forcing them to abide by the shaman's will. Thus the users main ability is how to contact the spirits and how to send their spirits outside to roam the world or enter other levels of existence. By manipulating the spirit-world, shamans can direct the spirits use of their abilities and powers for their behalf in a vast variety of ways. In fact, there isn't much that a skilled shaman with patience and right contacts in the spirit world can't do, as long as they are willing to pay the price.

Advanced users of this form of magic are capable of utilizing the power of the elements in their most purest of forms.

Magnus himself is in fact not just the most powerful shaman but is the most knowledgeable.

1. The Path of the Spirits
1. Ancestral Evocation- The user is capable of calling upon the spirits of the past to seek guidance and knowledge. The amount of time one is able to keep this spell going is based on how calm the user stays. Warning: Some spirits can be of malevolent beings who wish to trick you.

2. Sight of the Upper Realms- The user is able to see the spirits that live alongside the physical realm. By extension you are able to read the aura of every living thing; this can be used to see a target’s emotions, health status, power level, or moral alignment. Warning: Some spirits will feel threatened once the know that they can be seen.

3. Walk of the Spirits- The user is able to travel through the spirit realm and appear anywhere else in the physical realm with no limit. WARNING: Improper use of this spell can result in the user materializing inside solid matter resulting in but not limited to: Decapitation, dismemberment, disembowelment, and death.

4. Astral Walking- The user of this spell is able to have their own spirit to leave their body and travel in the physical realm as an invisible spectre. Or it can travel into the spiritual realm and gain audience with spirits of the higher realm. Warning: Use of magic is limited to the strength of the spirit while in spirit form.

5. Sight of the Lower Realms- Despite it's name the user of this spell is able to sense danger, sense when someone has died recently, and see something that you intend to find in a far off distance. Warning: Must be in effect to be effective.

6. Spiritual Banishment- The user of this spell is able to cast out a spirit out of the physical realm into the lower realm/underworld. More powerful users can literally banish the soul of a living being as well trapping them in the lower realm/underworld until the user wishes to bring them back.

7. Spiritual Embodiment- The ultimate spell of the path of spirits allows the user to draw in a spirit gaining the power of the spiritual being that lies within one's body and manipulate it for various effects, including extra physical strength, mental protection, magical powers, more energy, etc. Warning: Channeling a malevolent spirit can harm or possess the caster if not prepared.

2. The Path of Nature
1. Animal Connection- The user of this spell is able to mimic the attributes of their spirit animal. More advanced users are able to take the form of the animal and even command other animals that are the same. Warning: Users can become stuck in animal form without being perfectly prepared.

2. The Flames of Phoenix- The user can cast flames that can heal oneself or another upon contact from any physical injury or sickness. Advanced users can use and manipulate the flames as a way to harm others instead of heal and for those who master it can maintain a sort of healing aura around them making it so that they can heal fromany injury at all times. Warning: Some injuries may be impossible or more difficult to heal depending on circumstances.

3. Call of the Storm- Channel the forces around you the user can generate lightning bolts from their hands. Advanced users can absorb lightning from other sources increasing their own power for a short time. Masters of this spell are capable of firing a stream of lightning so great that it turns whatever it strikes into dust.

4. Zephyr- The user of this spell can control the air around the causing gust of air that can push someone or something at least up to 30 ft away. Advanced users can shape the air into whatever suits their needs, but are limited in this. Masters as capable of literally riding the air allowing the user to fly as long as there is air.

5. Nature's Domain- The user of this spell can connect with the earth itself and feel all of nature as if they were one with it. Doing so gives you the ability to know almost anything and everything that is happening in nature. This also allows the user to have limited control over nature such as controlling plants. Advanced users can grow new plants and manipulate their shape and form. Maststers can draw from the power of nature to increase their own strength. Warning: Drawing on too much of the power of nature can have adverse effects to nature.

6. Call of the Sea- The user of this spell can be connected to any water source they are in contact with. Doing so gives you knowledge of what lies deep inside it from what creatures are there to possible hidden locations. The user also has the ability to manipulate water based on the casters strength. Unlike the other elements water is considered the easiest to control but lacks in the fact that you may be limited in the need to actually have water on hand.

7. Summon Golem- This is the most powerful spell in the path of nature, the caster can summon a golem made from the element of choice. It takes on all the properties of said element with it varying in sizes based on the strength of the caster. As you progressively get better with this spell you are able to summon golems that have a mixture of the elements. This spell has almost limitless potential that many have yet to fully grasp.

3. The Path of the Trickster
1. Fool's Folly- The user of this spell cast an illusion that tricks the target into believing what they are seeing and experiencing is real. To those not under the spell the victim just looks as if they are standing still with a blank face. The only way for someone to break the spell is to truly believe what they are seeing is not real or the caster has to break the effects of the illusion there self.

2. Dream Stride- The user of this spell is able to travel into the dreams of others while the target is asleep. Once inside the dream the caster can manipulate it to suit their desires. This also can be used to wake a victim up who is suffering from a sleeping curse. More power users can trap someone so deep in a dream that the cannot be saved without assistance. This spell can be negated entirely by the victim waking from sleep or possessing an item that protects their mind while they sleep.

3. Contract of The Trickster- The caster of this spell forces the target into a contract in which the victim must fulfill the conditions of the contract. But as a counter balance while the spell is in effect the caster is owed to grant one favor to the victim (as long as it doesn't counter your conditions). A counter balance to this spell makes it so that neither the caster nor the victim can do harm to the other lest they hurt themself in the process. The only way to end the effects of this spell is both parties must fulfill their part of the deal.

4. Trickster's Needle- The cast launches a bolt of light the size of a needle that when striking the victim with make them feel excruciating pain while leaving the body completely intact. The length of the effect is limited to no longer than 3 hours. Warning: Beware anything that might be capable of turning this spell on the user.

5. Trickster's Revenge- The moment the user cast this spell any harm the the user might suffer is negated entirely for a short time. Once the effects of the spell is done any harm the caster would have suffered would be redirected to the aggressor. Unfortunately, this spell is limited in use due to the fact that there is a strain on the casters mind as this spell does not remove any mental trauma. Warning: Continuous use of this spell can rip the mind to shreds.

6. The Great Trick- By far most power spell in the path of the trickster, the user manipulates forces around the target making it so that the next spell the cast does not just fail but gives a feedback effect hurting them based on how strong the spell would be. Unfortunately, only a master shaman is capable of casting this spell as it requires a great connection to the cosmic forces around them.

4. Path of the Higher and Lower Realms
Unlike the other paths which have specific spells, the path of the Higher and Lower Realms allows the caster to summon spirits into the physical realm to perform any number of things. These spirits can be from anything like a fire spirit, spirit of healing, or a spirit of fear. Now discovering each spirit you can summon is part of the journey as a shaman. In all fairness if all the spirits out there were list out this section would be so large you might never finish reading it. All that can be said is that spirits can be fickle and will not always assist you for free. Some may need convincing other might require a form of tribute or sacrifice. You can even for a contract with a spirit so that they may serve you for however long you may need them. Although more powerful shaman are respected by the spirits and tend to be able to summon any spirit with no effort at all but until then use whatever means deemed necessary to use those spirits.


Warning: Forcing a spirit to serve you may result in you making an enemy out of the spirit.

5. The Path of Magnus

Soul Resonation- After years of study, practice, and train a new path of magic was created by Magnus the world's oldest shaman. It was learned that with the proper training and focus of two or more individuals they could combine there spiritual strength together becoming far more power than ever imagined. Luckily it was learned that this requires only limited knowledge of shamanism by the users so it can be used by those who do not dedicate their lives to the Path of the shaman. It has even been shown to temporarily while in effect make it so all parties involved are able to share knowledge. This is due to the fact that to cast this spell each person must be able to open themselves up to each other and allow to show even their own vulnerabilities. it is for this reason that despite the bonuses to using such a spell many fear to let others in to them in such a way.
 
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Hell Fire Magic
A Light That Shines In the Darkest of Places


Hell Fire magic is an ancient Magic that is so difficult to master not even the great mage Merlin himself was able to truly grasp it's potential. Very few mages have ever practised/utilised Hell Fire magic and to most, it is but mythical magic believed only to exist by fools and pursued only by those more foolish than fools.

The magic lies in the pyromancy tree of magic and is the epitome of said magic tree. The magic bares great resemblance to that of the dark arts and while it most certainly could be classed as such it is most definitely rooted in the pyromancy tree.
As far as the academy is concerned only five mages have ever shown the ability to conjure up this magic. Only three of which proved capable of actually using and controlling the flame to some degree. Merlin Included. However, in recent years on of the five mages counted has proven more than capable of wielding such magic and has in fact gone a step further in creating not one, not two, but four spell tomes filled with spells regarding the Hell Fire.

By no means is said mage a master of the Hell Fire magic but she's the closest the Order of Merlin and or the Academy has and her ability to wield such magic is nothing to be scoffed at.

Below are her Grimoires and their contents;


1. Hell Fire: Purgatory Series
A Light at the End of the Tunnel
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1. Beelzebub's Cradle- A spell that traps the target in a cage of black flames and proceeds to then transfer the trapped target to the realm of purgatory. The target can be released by the caster of the spell at any time by recasting the spell or they can attempt to make their own way out of purgatory by attempting and passing the trials that exist in the said realm.

2. Mammon's Grasp- A spell that creates a colossal hand out of hell flame that then clutches the target in its unyielding grasp. While the target is within the clutches of this spell their mana is slowly sapped away and burned by the flames that hold them in place. In order to break free one must offer up their most valued possession for the flames to destroy.

3. Asmodeus' Embrace- A spell that fills a large area with hell flames that not only slow those caught within but also prevents flight and or any other form of magical movement. One must slowly walk out of its range if they wish to break free. Or wait until the spell wears off.

4. Leviathan's Plight- A spell that appears upon its target as a crown of hell flames. The spell affects the mind of the target and makes them envious of all those around them. Ally or foe. Bystandard or even those from memories long forgotten. The target will be plighted by envy and will be unable to think straight. In order to break free from the spell, one must be truly happy with what they have and be grateful. The spell will wear off eventually and can be dispelled by allies proficient in enchantment.

5. Belphegor's Lullaby- A spell that taints the mind. The target/s of the spell is cloaked in flames and their energy is slowly drained until they can no longer stand or bear to remain conscious. The spell can be disenchanted much like Leviathan's Plight however in order to break free on one's own a sacrifice of mana is needed in large proportion.

6.Lucifer's Conviction- A spell that creates a dome of flame around a targeted area. Those within the flame are subject to an onslaught of realistic illusions that spring forth their ideal life. In order to break the spell, one must realise that the illusions are just that and thoroughly wish to be let free. Any physical contact will also break the spell.

7. Satan's Discord- The final and ultimate spell of the first Grimoire. The spell covers a large area in flames and taints the mind of those within causing those affected to turn on one another and fight to the bitter end. Those who are killed within the flames are absorbed by the hell flames and in turn, extend the duration of the spell and increase it's effectiveness. The spell can only be broken by a top tier enchanter and or when one combatant is remaining.



2. Hell Fire: Devouring Inferno Series
A Little Inferno Just For You
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1. Searing Cloak- A spell that cloaks the caster in hellfire increasing the user's physical abilities far beyond their natural limit. The cloak namely increases speed and strength dramatically. A side effect of this spell is that the cloak acts as a defensive barrier against physical attacks as almost any attack of such would result in the severe burning of the attacker or object used. The spell, however, places a constant drain on the caster's mana and as such, it is hardly ever used in conjunction with more costly spells. The cloak does not defend against magic projectiles or ranged spells.

2. Scorching Pyre- The caster designates an area of effect via previous contact. Once contact has been made an unnoticeable magic circle will begin to form. Once fully formed the caster can then activate the circle and call forth a Pyre of hell flames that will consume everything within the radius and reduce all it can to ash. For those that can resist being turned to ash a sizeable amount of damage will be dealt and severe burns are almost guaranteed unless your magic defence is of the highest class.

3. Hell Flare- A spell that sends out a sphere of hellfire from the casters hand as a fast moving projectile. The projectile will set aflame whatever it connects with and reduce the target to ash in the blink of an eye. Magic defence of the highest degree can negate the effects to some degree but it will deal a lot of damage.

4. Asphyxiating Warmth- The caster creates a hovering hell flame that slowly robs the area of oxygen and quickly heats the area to unbearable levels.

5. Hellish Bombardment- The caster sends forth several projectiles of hellfire that detonate on contact resulting in a widespread of hellfire in the area.

6. Abyssal Flame- Much like a flame thrower the target focuses there hellflame to there hand and projects a torrent of flames in much the same manner as a flame thrower.


7. Hell Flame Summon, Hell Flame Dragon- Through the use of hell flame the caster opens a portal of flame and calls forth the great hellfire dragon Kasai to aid them in battle.
577090
 
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The Art of Necromancy
Death is Only the Beginning

From the perspective of most necromancy could be considered an evil form of magic that goes against the natural laws of nature. This is a bit of an unfair statement when it is mainly the choice of any mage who practices magic to take responsibility for what actions they take when using magic. In light of that though there is a long history of many who have used this power with evil intentions. Countless numbers have sought necromancy as a way to get what they want but lost much of their humanity on the way. This was mainly because they did not understand what is known now, necromancy requires the user to have a pure heart deep down inside. Yes the irony of that fact is not lost on those who discovered this fact because a pure heart is far from easy to find in a person. Yes it is possible to learn it without it but you run the risk of becoming corrupted. In the modern day strides have been made to prevent these effects from corrupting mages who wish to practice necromancy.

The following spells are the only known applications of necromancy that have been recorded
1. Death Sense- More of an attribute than an actual spell, Death Sense allows the user to detect the moment of any living beings death. It also can sense death energy, energy that is expelled from the body upon death. The undead also such as ghost, zombies, and even vampires radiate death energy. Normally the older or more powerful a person was when they died the more death energy will be present. As for use, some people are naturally born with this ability since they are what are called natural born necromancers. For everyone else one only has to spend a lot of tim in a place of death, like a graveyard, and meditate until they can sense death energy. Those who have to undergo this process can with time can maintain this ability indefinitely.

2. Resurrection- The most known spells used with necromancy the caster is able to bring the dead back to life in the form of a mindless zombie. It was discovered though that by injecting excess amounts of death energy into the body during the resurrection it is possible to make the zombie maintain its memories from before it died. Therefore creating a sentient zombie.

3. Death Eater- The caster of this spell can absorb death energy that is present around them. The energy can be stored in the body or in an object for later use. The most common place where death energy can be found are graveyards and any place known to be where people have died. Warning: Storing too much death energy in the body can have some negative effects on the mind. (Death energy can be used to augment the strength of any spell cast).

4. Decay- Casting this spell will make any living being made of flesh slowly rot and decay. Only the caster or a powerful healer can stop and repair the effects of this spell.

5. Pain Bringer- The caster of this spell can make the target spirit feel immense pain. The spirit can still be in a living vessel and the spell can only be broken by the caster. The only other cure is the target has to reveal a secret about them self.

6. Eldritch Fire- Flames born of this spell cannot be extinguished by anyone except the caster. The target also becomes drained of life energy to fuel the flames, which in turn slowly kills them.

7. Bone Prison- The caster calls upon the bones of the dead imprisoning them in a cage of bones. The more death energy around the more powerful the spell.

8. Drain- The caster drains from the target their magic, stamina, and life energy in that order. Continued use of this spell will kill the target.

9. Undead Control- This is an advanced spell used to control an undead that you may encounter. The more undead under the effect under this spell the more difficult it becomes to keep them under control.

10. Bone Armor- The caster can summon the bones of the dead to form a cyclone of bones that can circles the caster. Anyone who tries to touch the caster will be cut and spells will be sent back or stopped entirely.

11. Soul Absorption- The caster is able to draw in a soul into their body and use it for whatever purpose the caster desires.

12. Undead Molding- The caster is able to reshape the forms of the undead anyway they like. Limited by how much material you have to work with.

13. Fear Death- The caster can temporarily appear to be death itself before the target. Doing so will make them fear you unlike any other. Warning: Does not work against those who cannot feel fear or don't have emotions.

14. Vampirization- The caster is able to transform their target into a vampire. Once changed they will be under the control of the caster. They caster will also be able to read their mind and sense there emotional state. Lastly there will be a mental link between the caster and the vampire. Advanced users will be able to make transcendent vampires that have access to the dark arts, the ability to walk in daylight, the ability to command weaker vampires, and in some cases none of the traditional vampire weaknesses. The caster is also able to cure the vampire removing all these effects from them by recasting the spell. To cast this spell the user had to remove the targets soul from their body and place it inside a crystal and inject the targets body with death energy while inside a blood circle.

15. Summon Phantasm- The caster is able to summon the ghost of a person, aka a Phantasm. Once summoned the caster has unlimited control over the Phantasm. To cast this spell the caster is required to have something the Phantasm would have a connection to such as: blood of a loved one, a personal item, or their corpse. Phantasms can be used to possess another's body.

16. Call of the Dead- The caster is able to summon an undead to serve them. The strength of the undead is based on how much magic was used to cast the spell and how much death energy is around. More powerful necromancers can summon an army of the undead.

17. Death scythe- The caster of this spell is able to summon a copy of the reaper’s scythe as a weapon. Unlike the real one that can send the soul of the person hit with it to the afterlife it instead anchors your soul to your body. In doing so protects you from anything that may try to take your soul. The scythe also can be used to open portals to anywhere, including the afterlife. It also makes a good weapon if one is needed on hand.

18. Lich Form (Forbidden spell)- The caster will become an undead Lich forsaking any humanity they had. This grants them immortality and unlimited power over the undead. details on how to cast this spell have been hidden for the sake on not creating a new Lich in the world.
 
The White Arts
There are more ways to help others

Even though considered as the most commonly practiced form of magic, the white arts has many things to it that even some of the most experienced mages are in capable of using. A small number of mages ever have reached to the highest levels of the white arts.

1. Support

1. Healing Hands- The caster of this spell emits a healing pulse that removes pain, sickness, and injury to the target. More practiced healers are capable of healing someone who is on the verge of death.

2. Barrier of Aegis- The caster of this spell conjures a protective barrier that is supposed to block all attacks. The more magical power put into the spell the stronger it becomes. At a certain point this spell can deflect spells back and even stop curses from landing on the caster.

3. Iron Skin- The caster of this spell can make the target have skin so hard that a sword would bounce off of it.

4. Enhanced Arms- The caster of the spell can increase the physical strength, speed, and agility o0f the target. Advanced users can even increase the strength of the targets magical power.

5. Purify- The caster of this spell can remove curses from the target. Out of all the other spells this is one of the more difficult spells to cast successfully.

6. Aura Reading- Using this sight the caster can read the auras of all living things.

7. Bless- The most powerful support spell of the white arts, the caster is able to grant the target a form of "Blessing." This could be from anything to strength, beauty, and luck, all of these and more. Unlike other spells that can do something similar this spell create permanent effects that cannot be taken away. Unfortunately only a mage who is has equal or greater power of a divine being can cast this spell perfectly. Weaker mages can only cast this spell with the blessings lasting for a set amount of time.

2. Holy
1. Sanctification- Using this spell on an object will empower it making it possible to harm a malevolent spirit, undead/vampire, werewolf, or demon.

2. Exorcism- The caster banishes a malevolent spirit from a person or object and cast it into the afterlife, sealing them away from the mortal realm.

3. Sacred Light- The user conjures a light that harms those who have evil in their heart. This does not kill the person but strips them of all evil intent and feelings. A more advanced user can use this to harms malevolent spirits and purify them.

4. Divine Conduit- Channeling the power of a divine being the user temporarily gains power equal to the being they are channeling. Warning: Some "Divine" beings have had a habit of trying to steal the bodies of mages who cast this spell. Furthermore unless properly prepared for the caster could suffer a terrible backlash from having such power in them.

5. Holy Voice- While under the effects of this spell the casters voice can heal the sick and wounded, bring courage to the fearful, and happiness to the sad.

6. Angelization- The caster of this spell is able to transform themself or another into and angel gaining natural ability over all holy type magic/ the white arts. Those that the caster cast this spell on are under their control. The process requires the caster to brand the mark of the angels to themself or the target. After that the one bearing the mark must make an oath to do all that was in there power to help others. Once the oath is taken a divine light will shine above them and they will gain their angel wings and power. [Note: This spell is rarely used due to the fact even breaking the oath will only turn the the angel into a fallen angel. In effect there is no known way to reverse the spell.]

7. Divine Territory- The user can create an area protected by divine power which destroys/damages/repels/purifies anything of evil that attempts to enters its range of influence. This ability is a powerful defensive skill which allows a user to hold off even the most powerful of dark entities to formulate a counterattack.

WIP
 
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Heroic Magic

The spells here are a collection of spells used by some of the world's greatest "Heroes" who have long passed on. The details of each of these spells have been passed on so that they would not be lost to time.
1. Kings Courage- The King of Knights, King Arthur, was not the most skilled user of magic but with much time and practice with the help of the great wizard Merlin a spell of great use was born. The use of this spell has the power to imbue great strength in the caster and an entire army. Each person under the effects of the spell no longer feels fear, gains the strength of 10 lions, and the speed of a cheetah.

2. Draconic Aspect- The forgotten hero, Nephenee Amren, after an encounter with a dragon who she aided was given a reward, some of the dragons blood. After this she learned how to transform herself into a dragon for a time gaining all the benefits that come with it. Later it was learned that the blood she was gifted gave her advantage strengthening the spell. Also that if a mage stole blood from a dragon they would be incapable of casting this spell. This spell is limited to the strength of the caster.

3. Master of None- The wizard Merlin created this spell in an effort to increase the spell at which he could learn spells. The caster of this spell is capable of copying a spell that they had previously seen and remembered. The resulting spell under normal conditions will only work at 50% efficiency. To draw out its full potential the caster must use at least double the normal amount of mana. Although in all his time working with this spell Merlin did find out that certain spells could not be copied because of how powerful they were. As a little side bonus this spell does give you insight on how the copied spell works better. With time and patience one could learn to perform the copied spell on their own under the right conditions.

4. Heroic Strength- Hercules/Heracles, hero of greco-roman history had only ever been known to cast this spell. It gives the caster strength that with it he was capable of crushing an army under a mountain. The catch to the spell though is that the body is still capable of being harmed and makes it impossible to cast any kind of protection spells on yourself.

5. Blade Works- This spell was forge by an unknown hero of origin during the age of the pyramids. It allows the cast to create and unlimited number of weapons with the only limit being one's imagination. When used by the hero he was able to create a tiny pocket dimension where every weapon he could imagine already had taken form. A secondary effect of this spell allows the caster to launch the weapons to the intended target. This spell is considered to a great spell but has two drawbacks. The first being that when learning this spell the caster is still limited to weapons that they have already seen since creating a copy of what you have seen is easier to visualize. The second being that this spell requires a large amount of magical power to draw it out fully. If one was a novice they would only be able to create a few weapons before having to rest.

6. Poison Touch- Created by the legendary ninja Hattori Hanzo, this spell can make the touch of the caster become poisonous. The effects of the poison can be anything between paralyzing the target to killing them instantly. This spell did pose a danger to the caster since if they touched themself they could self inflict damage. Casters of this spell must constantly be aware of their hand placement lest they harm themself.

7. Heroes Call- Unlike the other spells here this was created by a collection of mages including Magnus. This spell summons an echo of the soul of any hero who had long passed on years ago. The echo would have all the powers and abilities of the hero before their death. To cast this spell the caster needs an item, blood (from a descendent), or text that have significance to the intended hero. Casting this spells requires at least 3 mages to cast due to the large amount of mana used in the summoning. While in effect the summoners will be unable to cast powerful spells since the spirits require a constant flow of mana to stay in the physical world. If the number of casters is increased the amount taken from each is reduced enough that using magic will not be a problem. To stop the spell all one has to do is stop the flow of mana to the spirit and they will be sent away.

8. Protection of the Styx- This was the spell cast on the hero Achilles by his mother the day of his birth. The one under the effects of this spell will become invulnerable to all physical damage that one might receive. As a counterpoint just like Achilles the person under the effects of the spell will have all of their weakness put into a single point of their body. The caster is capable of choosing what point on the targets body will become their weak spot. Being hit in this spot can instantly kill the person if not healed with magic within 60 seconds. Everytime it is healed the time needed to heal the target will be cut in half until no time is left.
 
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