List Of Universal Spells
Often known as "Universals", these spells are cast via basic mana manipulation. This means they can be taught to a mage of any tree, assuming they are of the proper rank. Universal spells are taught primarily by teachers, and this list will include the required rank of each, as well as their original creators. Any mage of proper rank that was present during the original class may teach these spells to other mages. Feel free to ask around in the OOC and find someone to teach you certain spells you have missed; if you can't find anyone, message the creator directly. (For a prettier, more lore-infused version of the universal spell list, check out its wix.
Keep in mind that on mobile it wont work very well at all: https://tyler-fowlow96.wixsite.com/spellbook/)
Keep in mind that on mobile it wont work very well at all: https://tyler-fowlow96.wixsite.com/spellbook/)
Mana WeaveThe simple act of moving one's mana pool through their own body. Channeling one's mana.
Required Rank: Novice (Everyone starts with this spell) Original Teacher: N/A Mana BeaconThis spell is cast by concentrating on one's mind and projecting mana outwards like a sudden flash of light. Although this does not produce any visual effects, it sends a beacon-like pulse of mana outwards from ones body which can be picked up an interpreted by other mages who have learned this spell. It does not convey any message, rather a simple alarm. This can be used to send a cry for help to people within a set area of your character (typically only works within the same chatroom, but logic still applies. If you're both in the free lands, but one of you is up in the mountains and the other is underground, you're probably not going to get each others beacons)
Required Rank: Paige Original Teacher: Apollo O'Connor |
Mana SparkA basic mana projectile that can be used offensively or defensively. It causes no real damage other than a small sting when hit directly in the flesh.
Required Rank: Novice (Everyone starts with this spell) Original Teacher: N/A Mana TargetThe mage focuses their mana into a small bullet, firing it from the tip of their finger. Whatever is tagged by this bullet will serve as a beacon for one's projectile based attacks. While it will not cause one's attacks to home in directly, it will serve as a guide. The target will only fire up to twenty yards away, and if the target itself goes past this range it will disappear. The target will last for three posts before dissipating.
Required Rank: Paige Original Teacher: Prophet Ambrose |
Offensive Aura AlphaCast by concentrating your focus toward the very thing that gives you life. Although various creatures have vital organs in different areas, the most common place for the aura to originate from is the chest, directly in the center. For humans and other similar beings, the heart itself acts as the conduit. The caster must weave mana directly into this organ (or simply a space on the front of their chest) and allow it to spread throughout their entire body. This aura is extremely volatile in nature, and appears very similar to flames covering the beings entirety, crackling and flaring haphazardly around them.Takes two turns to cast (one turn to prepare weaving mana into the epicenter, and one post allowing the aura to fully take effect). With the aura up, it is able to provide a slight boost (x1.5) to a person's physical strength, as well as their casting speed (this does not work for spells that require multiple posts to charge), and spell damage (around x1.25 more power, does not increase the rank of spells). The aura will make a person feel extremely warm and accelerated, creatures who possess hearts and similar organs will find that they will beat extremely fast while the aura is up. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana (expending the cost to bring it up over again).
Required Rank: Paige Original Teacher: Apollo O'Connor |
Utility Aura AlphaCast by concentrating on the mind itself, both in a figurative and literal sense. Casters will start by weaving mana directly into their brains, allowing the aura to expand throughout their entire body, flowing directly from the top of their heads. The spell takes one post to charge, and is cast on the users next turn. The aura will take a very liquid-like appearance while this spell is cast, flowing downwards over the body in a smooth, gentle motion. The aura will glow lightly, being slightly visible in direct light, but bright enough to glow during the darkness. With the aura up, it increases a being's reflexes and overall agility. The aura will make a person feel extremely awake and alert, and increase their visual perception slightly. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana (expending the cost to bring it up over again).
Required Rank: Paige Original Teacher: Apollo O'Connor |
Defensive Aura AlphaCast by concentrating on the very thing that keeps you standing. In most cases, this means the caster must begin by weaving mana directly into their spine, and allow it to flow into the rest of their body. This aura takes an extremely solid and rigid appearance; it will form around your entire body like a suit of armor, and does not contain an ethereal glow, rather a shine very similar to polished metal. The spine itself will glow slightly, and pulse, causing energy to run throughout the aura. Takes two turns to cast (one turn to prepare weaving mana into the epicenter, and one post allowing the aura to fully take effect). With the aura up, it is able to provide a x1.5 defense against physical based attacks (both natural and physical mana) as well as a x1.25 defense against energy based attacks. While this aura is active, the user will become more heavy and grounded, making it much harder to stagger or knock them down. As an added bonus, the casters pain tolerance increases significantly. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana
(expending the cost to bring it up over again). Required Rank: Paige Original Teacher: Apollo O'Connor |
Mana MeditationThis spell takes two posts, the first post charges the spell, the second post activates it. If a mage meditates on whatever is causing them pain or discomfort--meaning they focus their undivided attention inward or to whatever specific part of their body is hurting--and slowly weave their mana to that particular place, they will be able to activate this spell. Mana Meditation increases a mage's natural pain tolerance slightly and can calm whatever natural shock they may be experiencing, allowing them to function better. Natural shock meaning the universal spell won't work on magic based shock
(i.e. if a spell or magic substance forces the mind and body to go into shock). Required Rank: Paige Original Teacher: X |
Gel SphereBy creating a mana spark and continuing to weave your mana around the spark like a web, eventually the orb one forms will expand into a small sphere of an incredibly adhesive substance. Once casted, this spell lasts for three posts, and has a toughness of aluminum.
Required Rank: Beginner Mage Original Teacher: Valia Brew |
Mana PaneWhen focusing one's mana before them and swirling it in a vortex quickly and violently, one may allow their mana to harden, causing a thin pane to form. This spell can only be used defensively and the power it can block is minimal, ranking at iron toughness. This spell can be learned by anyone of mage rank and above, but upon reaching high mage, one may cast two of these at a time, one for each hand.
Required Rank: Mage Original Teacher: Prophet Ambrose |
Summon MediumA spell that allows a user to transport their medium from a previous location into their hands. Only one medium can be used at a time with this spell, and can include HMM's, as well as basic objects and weapons. To change one's medium, one must use it at least once before being able to actively summon it.
Required Rank: Paige Original Teacher: Apollo O'Connor |
Mana RehabilitationThis spell takes two posts, the first post charges the spell, the second post activates it. If a mage temporarily focuses on whatever is causing them pain or discomfort--meaning they focus their most of their attention inward or to whatever specific part of their body is hurting or being affected by an external source--and weave their mana to that particular place, they will be able to activate this spell. Mana Rehabilitation increases a mage's natural pain tolerance by x1.5 and can calm whatever natural shock or magic based shock (spells that cause pain/shock/discomfort of up to Mage rank) that part of their body may be experiencing. (Can take a tiny bit of edge off higher ranked spells, but not very much, will mainly be ineffective to anything higher than mage rank.)
Required Rank: Mage Original Teacher: X |
Mana GraftMana Graft: By weaving their mana into an object or surface, the caster may stick their body to that object or surface, creating a bond strong enough to suspend one's body upside down. This can also be used to create a more firm grip on objects, or to prevent being disarmed.
Required Rank: Paige Original Teacher: Prophet Ambrose |
Show Of ForceBy putting their entire mana pool on display, the mage casting this spell can turn the measure of their power into a tangible feeling. This feels similar to being under heavy pressure when looking directly at the caster. The higher the caster’s rank, the more intense the pressure.
Required Rank: Paige Original Teacher: Prophet Ambrose |
Mana ScouterBy infusing mana into an eyeball, one can see the size of other mage's mana pools. Seeing full mana pools can allow mages to roughly guess the rank of the other mage, and during battle, see how much they've got left in the tank. If the difference in rank between the viewer and the viewee is too great, the viewer may experience a sense of being overwhelmed and be stunned for a few seconds, so, caution is advised when being used by low ranked students. This spell has a forty foot range in which it can be used, and using it on multiple mana signatures (especially ones higher than your own) will drain more mana and become more and more physically debilitating to look at depending on the gap between pools. This includes those of the same rank or even lower; if you are a high mage and your mana pool is low, looking at a high mages full mana pool will drain additional mana as well as stun your character for a few moments.
Required Rank: Paige Original Teacher: Noble Z'arr |
Mana ParryIn a complicated set of movements, the caster must create a solidified pane of mana upon an appendage or object, and swipe it against an incoming projectile. Upon contact, the caster has a split second to match their mana levels with the opposing spells, which causes the projectile to meld with the casters mana and remove all secondary effects from the energy. This causes the spell to fly off in a random direction, reverted to base mana but still powerful enough to do damage based on the rank of the attack. Casters who use this can only do so on spells of their rank and below, and to do so costs the exact same amount of mana as the spell in question, so one should keep this in mind before parrying anything. Projectiles that have special effects such as detonation, or abilities that can be triggered mid flight can be activated before a spell is able to be parried.
Required Rank: Mage Original Teacher: Miles Parker |
Spirit BeaconRather than projecting one's mana from the mind in a pulse, this requires focus to be gathered to one's very core of being until released into the world around them. It scatters outward in a pulse like Mana Beacon, but is targeted specifically at Faith Mages, Necromancers and Spiritualists, intended to only be sensed by mages who follow those trees. While it opens up the possibility of being detected over a vaster distance (still within the same chat but a considerably larger range, with some very specific exceptions), it also offers the opportunity to warn aforementioned mages that a spirit may be disconnected from the body (recently or will be soon) and will require a guide back for revival. Upon reaching Expert Mage, focusing on this spell as it is being cast will allow the caster to choose which specific type of previously listed mage (Faith, Necromancer, Spiritualist) they desire to be able to sense their beacon.
Required Rank: Mage Original Teacher: X |
Mana RetaliateAn upgrade to Mana Parry, this technique requires the user to weave their magic into a point of contact (such as their hand or a medium) and double the amount of an incoming projectile. Upon swiping the point of contact against the opposing force, the extra mana will override the attack and transform it into an orb-like blob of magic. The caster of Retaliate must push this slow-moving orb back toward them, and break it open before it makes contact with their body. This can be done by any basic projectile, such as mana parry, and will shatter the magic into three separate and more solid components. These shattered pieces are about the size of a fist, and shaped in an almost arrow-like manner; they fly at a relatively high speed in intricate and hard to follow patterns that eventually track the original attackers location for up to 60 feet away. Upon reaching five feet from their target, the three shards scatter, sending the brightest of the trio at the front of the attacker, while the other two dull projectiles attempt to pincer each of their sides. The frontal projectiles strength remains the same power as the original retaliated attack, and the two side projectiles work at about a rank lower.
Required Rank: Expert Mage Original Teacher: Apollo O'Connor |
Call Of Commander
Call Of Commander is an extremely advanced upgrade to Mana Beacon which can only be produced by Maximum Ranked students who hold a proper authority amongst the masses of Ulreich University. The technique is achieved through the layering of a traditional Mana Beacon -- increased in strength -- on top of the starting formation of any aura spell, as long as it pools mana around the body. Please note that the aura used in this technique can be any of the universals, even those that take up to two rotations to fully form; the aura itself is not required, only the creation, and as such Call Of Commander will still work on the first post, even if the aura itself does not become active until the next. Spells owned specifically by the caster can also be used to activate Call Of Commander, as long as it's description has something to do with creating a layer of magic around their frame.
-
The process of casting “Call Of Commander” starts by pushing a highly amplified Mana Beacon through a field of concentrated magic, causing the created “ping” to resonate against the casters aura and substantially increase in power. The traditional mental alert which is felt by those within its radius still remains, but with an added visible aspect; a thick ring of the casters magic will encapsulate them during the extent of the spell, shooting into the air up to fifty feet to act as a signal and reference to their specific location in the world. Any students or teachers who are in range to see or feel the ping from “Call Of Commander” will also be imbued with a supernatural sense of urgency; they will be able to move at double speeds as long as the beacon is kept active, and they are moving directly towards it. The speed buff will disappear should any of the affected mages take any other path than a direct line to the beacon, making this spell effective only when troops are in a position to regroup without having to worry about hazards or obstacles in their way. Assuming the afflicted are not being hampered by hostile magic, they will also be able to mentally process the fastest possible route to the beacon, allowing them to navigate tricky and vision impairing locations without much of an issue. Please keep in mind that the double speed buff still falls in line with a characters Upper Limits, and will not ALWAYS stack with other spells and racials. Additionally, this spell must remain active for the extra buffs to remain, and those casting “Call Of Commander” may not use any other spell save for their aura while channeling.
Call Of Commander can only be activated by those who hold a KNOWN authority amongst the mages of Ulreich University. Lacking this reputation will still cause the beacon to produce its aura of light, but the speed buff and tracking benefit will not be given to those who are within range to detect it. At a base, those who hold the rank of Teacher are freely able to utilize this technique; they are the only mages who may do so without prior permissions being given. The creator of this spell - Apollo O’Connor -- is also able to temporarily delegate this authority to student characters during events and times of crisis; should he physically touch a mage and verbally grant them the rank of “Squad Leader” or “General” they will be able to use this universal to its full extent for the duration of their position as such. In such cases, only other mages who serve under these students (such as their squad, or the soldiers under their command) may feel the added speed and tracking benefits.
Required Rank: Post High Mage Class 2
Original Teacher: Apollo O'Connor
-
The process of casting “Call Of Commander” starts by pushing a highly amplified Mana Beacon through a field of concentrated magic, causing the created “ping” to resonate against the casters aura and substantially increase in power. The traditional mental alert which is felt by those within its radius still remains, but with an added visible aspect; a thick ring of the casters magic will encapsulate them during the extent of the spell, shooting into the air up to fifty feet to act as a signal and reference to their specific location in the world. Any students or teachers who are in range to see or feel the ping from “Call Of Commander” will also be imbued with a supernatural sense of urgency; they will be able to move at double speeds as long as the beacon is kept active, and they are moving directly towards it. The speed buff will disappear should any of the affected mages take any other path than a direct line to the beacon, making this spell effective only when troops are in a position to regroup without having to worry about hazards or obstacles in their way. Assuming the afflicted are not being hampered by hostile magic, they will also be able to mentally process the fastest possible route to the beacon, allowing them to navigate tricky and vision impairing locations without much of an issue. Please keep in mind that the double speed buff still falls in line with a characters Upper Limits, and will not ALWAYS stack with other spells and racials. Additionally, this spell must remain active for the extra buffs to remain, and those casting “Call Of Commander” may not use any other spell save for their aura while channeling.
Call Of Commander can only be activated by those who hold a KNOWN authority amongst the mages of Ulreich University. Lacking this reputation will still cause the beacon to produce its aura of light, but the speed buff and tracking benefit will not be given to those who are within range to detect it. At a base, those who hold the rank of Teacher are freely able to utilize this technique; they are the only mages who may do so without prior permissions being given. The creator of this spell - Apollo O’Connor -- is also able to temporarily delegate this authority to student characters during events and times of crisis; should he physically touch a mage and verbally grant them the rank of “Squad Leader” or “General” they will be able to use this universal to its full extent for the duration of their position as such. In such cases, only other mages who serve under these students (such as their squad, or the soldiers under their command) may feel the added speed and tracking benefits.
Required Rank: Post High Mage Class 2
Original Teacher: Apollo O'Connor