Magic

Spells

102 entries.

Also in Magic: Magic schools · Status effects

  • Abyssal Surge

    Temporarily floods a large battlefield section. Existing Water spells behave differently or more strongly while submerged; interacting characters remain Wet.

  • Afterimage

    Records your last moments and releases a temporal echo that repeats them. The echo replays history - it cannot improvise or think.

  • Age

    Forces time through supported targets: temporary structures deteriorate, Nature growth matures, fire burns through its fuel faster. Living targets suffer temporary Temporal Wear - never permanent ageing.

  • Arc Beam

    Maintains an electrical connection to a target that can branch into nearby conductive objects/characters, creating an expanding network.

  • Arc Bolts

    Several simultaneous branches independently search for conductive paths, including enemies, allies, wet terrain or conductive equipment.

  • Ash Storm

    Ash-filled thermal currents randomly wobble, curve, slow, deflect or accelerate non-beam projectiles. A hostile projectile can even accelerate toward the caster. Outcomes are not controlled.

  • Avalanche

    Travelling mass of snow and ice that can gather loose snow/ice as it moves, becoming larger and more disruptive before collapsing.

  • Ball Lightning

    Slowly drifting magical ball lightning periodically discharges toward favourable conductive paths. The caster cannot fully predict it.

  • Bedrock

    Anchors the caster to earth, greatly resisting knockback, pulls, launches and displacement while increasing defence; movement is severely restricted.

  • Blackout

    Creates supernatural darkness that reduces effective perception distance rather than merely placing a dark overlay on the player's screen.

  • Blizzard

    Violent snowstorm builds Chill and reduces visibility. Projectile attacks fired by characters inside receive a random angular offset from the mouse click, so shots do not necessarily travel exactly where aimed. Long-range precision suffers most; it affects allies and the caster too.

  • Blood Pact

    Links the vitality of two characters: a portion of damage received by one is transferred to the other. On an ally it shields them through the caster's own vitality; on an enemy it binds that enemy to the nearest other enemy.

  • Blood Price

    The caster sacrifices their own HP to empower their next Blood spell. Greater sacrifice produces a stronger effect. The sacrificed HP is genuinely lost and must subsequently be restored.

  • Bloodhound

    Once a target has been wounded, the Bloodbound senses their approximate direction within range. More serious wounding makes tracking easier.

  • Bloodletting

    Opens a wound for modest damage. Repeated hits deepen the wound. Spilled vitality feeds Blood magic resources rather than functioning as simple lifesteal.

  • Borrowed Time

    Temporarily accelerates movement, attacks and casting. When it ends, equivalent Temporal Debt slows you: speed borrowed from your immediate future.

  • Boulder

    Huge slow boulder with high impact and knockback. It can plough through lighter enemies but is highly telegraphed.

  • Bramble Burst

    Vines burst around the caster, pushing nearby enemies away while healing pollen restores nearby allies.

  • Bubble Burst

    Encases a target in a bubble that gradually lifts them. The victim can attack the bubble to escape; when destroyed they fall. Heavy creatures lift less. Applies Wet.

  • Chain Lightning

    Jumps through nearby conductive targets without distinguishing friend from foe. Wet targets strongly influence the route.

  • Cinderbrand

    Brands one target so Fire effects interact more strongly with it. On death the brand can jump to a nearby enemy carrying part of the Burn.

  • Combustion

    Consumes accumulated Burn for immediate explosive damage; nearby burning enemies may chain-react.

  • Crimson Communion

    Creates a circle through which consenting allies redistribute vitality: HP flows from healthy party members into the one who needs it most. Existing life is transferred, never created.

  • Crosswind

    Predictable sideways current pushes projectiles laterally, disrupting enemy shots or allowing skilled allies to curve attacks around obstacles.

  • Crushing Tomb

    An Earth spell that physically encloses a target. The tomb intercepts attacks aimed through it.

  • Deferred Wound

    Damage still occurs, but its consequence is postponed: for the window, hits land suspended and manifest a few seconds later. Postponed, never erased.

  • Dilation

    Temporal slowing around an area. Movement, attacks, animations and casting slow; projectiles inside - or fired from inside - visibly crawl through the air.

  • Doppelganger

    Creates a convincing duplicate using the caster's appearance, equipment and animations. It can move and perform fake actions but cannot create real damage or consequences.

  • Drowning Curse

    Suspended water burdens the enemy, reducing stamina regeneration and increasing the cost of sprinting, dodging, blocking and similar actions. Applies Wet.

  • Earthspike

    An Earth spell whose spike can persist as physical cover until combat ends.

  • Eclipse

    Suppresses illumination across a huge combat area, collapsing perception distances and creating extremely favourable Veilcraft conditions without granting automatic invisibility.

  • Ember Dart

    Fast, cheap projectile. Consecutive hits build Heat and can ignite the target.

  • Entangling Roots

    Roots progressively restrict an enemy until rooted. The physical roots can be destroyed by the victim or allies.

  • Exsanguinate

    Consumes accumulated Wounds for immediate damage. More wound pressure means a stronger effect, but cashing out sacrifices the Bloodbound's sustained pressure.

  • Extinguish

    Suppresses nearby mundane and magical light sources, expanding real darkness and usable shadow concealment.

  • Eye of the Storm

    Large controlled wind system makes compatible projectiles highly susceptible to the caster's currents, enabling powerful redirection, acceleration, slowing and ejection.

  • Flame Lance

    Hold to build a longer, hotter lance. Charge increases range, width and penetration; full charge can pierce multiple enemies while exposing the caster.

  • Flash Freeze

    Converts accumulated Chill into physical ice. Low Chill causes brief slowing; high Chill can completely encase the target in destructible ice.

  • Frostbite

    Concentrates cold into body and equipment. Increasing Chill reduces attack/action speed, develops Brittle to weaken physical armour, and increases susceptibility to Slip/overswing during frantic physical attacks.

  • Frozen Ground

    Freezes terrain so characters retain momentum and slide when changing direction rather than receiving a simple movement-speed penalty. Wet characters are especially susceptible.

  • Furnace

    Caster becomes a walking furnace: nearby enemies burn and Fire output rises, but Heat climbs and excessive use causes self-damage.

  • Glacial Spike

    Massive telegraphed ice formation erupts upward, especially dangerous against immobilised/Frozen targets and capable of leaving temporary terrain.

  • Guiding Wind

    Temporarily allows fired projectiles to curve toward the mouse position after launch, enabling active in-flight steering.

  • Gust

    Directional blast with little direct damage that pushes characters, loose objects and compatible projectiles. Mass determines displacement.

  • Hailshot

    Multiple chunks of ice pepper an area. Less precise than Ice Shard but effective at building Chill across groups.

  • Hellfire

    Opens a fiery rupture. Damage rises while channelled; after mana is exhausted it consumes caster HP to continue.

  • Hemorrhage

    Places a Blood curse on a target. Incoming healing works, but Hemorrhage records the vitality restored. Once enough has accumulated it ruptures, converting that stored restorative activity into catastrophic internal damage.

  • Ice Lance

    Extremely fast narrow projectile. Ordinary against healthy targets but considerably more dangerous against Frozen/Brittle enemies.

  • Ice Shard

    Sharp projectile with moderate damage and Chill. Wet enemies accumulate substantially more Chill because the water on them freezes.

  • Judgement Bolt

    Builds enormous electrical potential overhead and releases a huge branching strike that searches for a favourable route to ground rather than behaving as a simple targeted nuke.

  • Life Seed

    Plants a seed in an ally that grows before blooming into a large heal. If the ally reaches dangerously low HP first, it bursts early for a smaller emergency heal.

  • Maelstrom

    Huge rotating body of water that sweeps enemies around its circumference rather than simply pulling inward. Applies and maintains Wet.

  • Marked for Death

    Creates false target priority: mobs heavily favour the marked character and compatible guided/target-selecting attacks can be deceived toward them. Can target allies or enemies.

  • Meteor

    Targets a distant area with a visible telegraph. Heavy impact burst, outer knockback and burning ground.

  • Mountain Form

    Encases the caster in massive stone armour for exceptional damage, stagger and displacement resistance at the cost of movement and attack speed.

  • Needle Rain

    Water needles form overhead and rain into an area. Large targets can be hit multiple times; moving targets can weave between impacts. Applies Wet.

  • Open Wound

    Converts some recently lost HP into Wounded HP, preventing that portion of the health bar from being immediately restored normally.

  • Orbit

    A Wind spell that can turn circling projectiles into your own.

  • Overcharge

    Builds electrical potential inside the caster, increasing Lightning output/casting speed while increasing the chance of unwanted nearby discharge.

  • Overgrowth

    Vegetation rapidly spreads; Nature effects mature and strengthen, healing plants improve, roots spread and regeneration accelerates.

  • Predator Vine

    Carnivorous plant protects an ally, attacking nearby enemies and converting part of its damage into healing for that ally. The vine can be killed.

  • Pressure Jet

    Narrow high-pressure stream continuously pushes a target and can pin lighter enemies against terrain; it may propel the caster backward. Applies Wet.

  • Red Harvest

    Significant wounds, HP sacrifice and bloodshed nearby feed a shared Blood Reservoir that the Bloodbound spends to empower Blood magic. Large, violent battles become increasingly favourable to Blood.

  • Regrowth

    Powerful regeneration that becomes faster/stronger as the ally's HP falls.

  • Reprise

    Forces the target's last compatible action to happen again - a dodge repeats in the same direction, a swing is involuntarily repeated. Recorded history, not mind control.

  • Reversal

    Precisely timed blast turns an incoming compatible projectile approximately back toward its original direction.

  • Riptide

    Ground current carries players, enemies and loose objects in one direction. Players can deliberately ride it. Applies Wet.

  • Sanguine Thread

    Creates a visible blood-thread connection to a wounded target. Moving too far from the connection stretches and aggravates the wound: a soft leash, not a root.

  • Scorchwave

    Directional explosive wave. Damage is secondary to physical knockback; lighter enemies are thrown farther.

  • Second Bloom

    A rare flower on an ally dies in their place when they would be killed, leaving them at minimal HP and immediately applying regeneration. Long cooldown.

  • Seismic Pulse

    Ground shockwave staggers and destabilises grounded enemies. Airborne or flying targets are unaffected.

  • Severed Moment

    Separates a character from one moment in their timeline. A stationary Time Shadow stays pinned where they stood; the real character moves, fights and casts freely and is invulnerable to direct damage. Damage dealt to the Time Shadow transfers to them.

  • Shard Volley

    Fan of stone fragments. Multiple shards can strike one target at close range; effectiveness falls with distance.

  • Shatter

    Breaks accumulated ice for immediate burst and destroys frozen structures. Consumes much of the Frost setup, trading ongoing control/armour weakening for damage.

  • Spark

    Quick discharge aimed toward a target but capable of jumping toward a nearby better conductive path. Wet targets are especially attractive.

  • Spore Cloud

    Persistent restorative spores heal allies gradually; enemies accumulate spores that slightly reduce stamina regeneration.

  • Stasis

    Stops the temporal progression of a character, projectile or temporary combat object. A projectile hangs in the air and resumes its previous course - unless something (Wind) changed it meanwhile.

  • Static Field

    Builds static/electrical potential across an area. Characters and objects accumulate charge differences that can trigger spontaneous arcs.

  • Stone Shot

    Dense, slower stone projectile with hard impact and minor stagger.

  • Stoneguard

    Visible stone armour increases damage and stagger resistance while slightly reducing movement speed. Pieces visibly break away under damage.

  • Stonewall

    An Earth spell that raises a durable wall — a tangible defensive structure that can be worn down.

  • Stormcall

    Creates a thunderstorm over an area. The caster controls the storm zone, not exact strike points; terrain, conductivity, Wetness and electrical potential influence bolts.

  • Symbiosis

    Links caster to another player; part of healing received by one is duplicated or fed to the other while in range.

  • Tailwind

    Directional current accelerates friendly projectiles travelling with it, increasing speed, effective range and potentially impact damage, directly increasing friendly ranged DPS through projectile physics.

  • Temporal Anchor

    Records your current position. Recast within the window to return there. Restores POSITION only - never HP, mana, cooldowns, consumables or statuses.

  • Temporal Schism

    Fractures your existence across five simultaneous temporal selves: one real present (1.00x) and four temporal fractures slightly outside the present. Find the one whose time matches yours. Attacking a false self collapses that timeline and strikes the attacker with temporal backlash.

  • Thornshot

    Low-damage thorn that briefly marks a target; interacting with the marked enemy can provide small restorative value to allies.

  • Thunderbolt

    A Lightning spell whose path can be influenced by Water.

  • Tidal Crash

    Large wave gathers lighter enemies and objects as it moves, throwing them forward when it collapses. Applies Wet.

  • Time Fracture

    Splits an area into sections running at different temporal rates. Bodies and compatible projectiles crossing the boundaries visibly accelerate or decelerate.

  • Time Lag

    Forces a victim to retrace their own recent movement history backwards. The route is replayed through the CURRENT world: a new Stonewall blocks it; a wall that has since gone no longer does.

  • Umbral Cloak

    Amplifies natural fading in real shadows. Standing still conceals best; movement weakens the fade; attacking or casting strongly reveals the caster.

  • Updraft

    Vertical air column lifts characters. Useful for allied mobility or enemy disruption; heavy characters rise more slowly.

  • Veil Dart

    Modest Veil projectile that briefly dulls the target's perception of the caster, making the caster harder to visually track.

  • Veilbind

    Pins a target through its visible shadow, restricting movement away from the bind point while still allowing turning and attacks. Changing lighting conditions can interfere with the effect.

  • Veilstep

    Moves the caster between nearby sufficiently obscured locations without physically crossing the intervening space.

  • Vestige

    A Veilcraft pulse that reveals traces of movement and perception, which fade over time.

  • Water Bolt

    Dense water projectile with moderate damage and physical pushback. Repeated hits can force enemies out of position. Applies Wet.

  • Whirlpool

    Rotating pool slowly drags grounded targets toward its centre. Targets can fight the current; heavy targets move less. Airborne targets and projectiles are unaffected. Applies Wet.

  • Wildfire

    Spreads between enemies and across flammable terrain. The caster starts it but does not fully control its propagation.

  • Wind Cutter

    Thin blade of compressed air. Fast, accurate and moderate damage; can be manipulated by other Wind currents.

  • Windstep

    Air-assisted dash. The caster physically travels through space, so walls, terrain and hazards still matter.

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