| Spells Known |
Heal | |
Minor Healing 4 Light MP | Description: The target's wounds are bathed in a warm, comforting light as their wounds begin to close. Their minor wounds are healed, and their energy is restored.
Effect: Restores 3 stamina to one target. |
Fairy Circle 5 Hollow MP | Description: A mysterious circle of mushrooms springs up from the ground around the caster. Giggling whispers can be heard when you come near...
Effect: Creates a 10 foot circle. Restores 2 points of stamina to any allies in the circle when cast, and removes two points of mentality to any opponents that enter (or are otherwise moved into) the circle. |
Sounds of Life 5 Hollow MP | Description: When before there was only a maddening silence, you can now actually hear what is going on around you.
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Deaf’ for three turns in battle. Can only affect those who are ‘Deaf’. Outside of battle works for 15 minutes. |
Sight for the Blind! 5 Hollow MP | Description: Darkness might be all you’ve ever known, but that’s sure to change now!
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Blind’ for three turns in battle, and allows the target in question to see again with the same sight that their race naturally possesses. Can only affect those who are ‘Blind’. Outside of battle works for 15 minutes. |
Major Healing 8 Light MP | Description: A warm light envelops the target, closing their wounds and restoring their energy completely. This spell closes all major wounds, but is not capable of restoring parts that are completely severed.
Effect: Restores all stamina of one target. |
Restore 20 Light MP | Description: With an incredible healing power, the caster is able to regenerate large parts of the body, including entire limbs! They slowly grow back from where they are removed, causing a great deal of fatigue in the person regrowing them. They cannot, however, restore vital or complex organs such as eyes or a heart.
Effect: Can restore a single non-vital organ, such as a limb, to life. It takes one full day for the lost organ to regrow completely, and the person regrowing it becomes very hungry and fatigued while it is happening. |
Enhance | |
Voice 1 Hollow MP | Description: Everyone has at one point or another wanted to sound like someone else, whether it be out of necessity or just for a prank using this spell will allow you to do do. The spell is not limited to voices you can also copy animal calls, bird song, the tolling of a large bell. The possibilities are endless.
Effect: No effect in battle. |
Shout 1 Hollow MP | Description: Whatever noise comes out of your mouth next, it's very very loud. You can be easily heard by anyone within' a mile radius. Really, a mile!
Effect: No effect in battle. |
Eye of the Falcon 2 Hollow MP | Description: By using this spell you seem to be able to see farther and you're more accurate with your attacks to boot! Your eyes even seem to change when you use this spell looking slightly reminiscent of a falcon's, pretty nifty.
Effect: In every day use it grants the caster a form of higher vision so to speak. In battle it doubles your accuracy. Lasts for either one hour, or three turns in battle. |
Fae's Glamour 3 Light MP | Description: Have you ever wished that you could look like something else, even if it's just for a little while? Well with this spell you can. By definition a glamour is an archaic form of magic which can change the way you look towards others around you. You want to look a little sexier than usual on your night out? Glamour can do that. You want to look less worthy in the eyes of an attacking enemy? It can do that too.
Effect: This spell last for 3 turns and makes enemies less likely to attack directly. If they have a choice in targets, you will not be it. If you are the only target however, this has no effect in battle. |
Bolster 3 Hollow MP | Description: The caster expends some of their own magic to bolster a single ally's magic.
Effect: A single ally's spells deal double damage or effect for the next three turns. During the time, the caster cannot perform any magic. |
Gleam 4 Light MP | Description: You shine bright like a diamond!
Effect: Gives the user Bioluminescence for 15 minutes or 3 turns in battle. |
Angelic Choir 4 Light MP | Description: Heavenly voices sing to you and clear your mind of all obstructions allowing you to think clearly and strategist as you were meant to.
Effect: Lasts 2 turns, while in effect increase mentality by 2 |
Strengthen 4 Hollow MP | Description: Every muscle in your body seems to be fueled by an unexplained energy. You feel as if you could crush boulders, moves mountains, and most of all you feel as if you could destroy your opponent.
Effect: +2 strength for two turns |
Circle of Light 5 Light MP | Description: A ring of celestial light surrounds the caster (and perhaps friends that are within' touch distance of the caster), protecting them from light-related attacks entirely, and smiting all who attempt to harm them.
Effect: Lasts 3 turns. Caster cannot leave the circle, or the effect ends. Grants Light Immunity to all within' the circle. Any who attempt to enter the circle recieve 4 points in light damage. |
Wings of Light 6 Light MP | Description: Wings of pure light sprout from the user's back, allowing them to fly safely through the air.
Effect: Allows the user to fly (as per the ability), for 3 turns in battle; or 30 minutes out of battle. |
Redeem 6 Light MP | Description: A single creature is temporarily blessed with the light.
Effect: Target creature's attacks now all do light damage for two turns as opposed to their original element. Has no effect on creatures that already knew any light attacks or abilities. |
Growth 7 Hollow MP | Description: This spell can be used on the Caster, an ally, or a pet. The target doubles in size, and in strength.
Effect: The target's Size, Stamina, and Strength double, but their Dexterity is cut in half. This spell lasts 10 minutes. |
Shrink 7 Hollow MP | Description: You cast a spell on a target, causing them to shrink to 1/4 their normal size, weakening them.
Effect: Your target is shrunk to half their normal size. Their Stamina and Strength is cut in half, but their Dexterity is doubled. This spell lasts 10 minutes. |
Imagine | |
Light (Minor) 1 Light MP | Description: A small mote of light hovers over your shoulder, shedding a dim glow the equivalent of a lit candle on an area five meters in radius.
Effect: No effect in battle. Mote lasts until it is dismissed. |
Dazzle Lights 1 Light MP | Description: The caster creates many motes of prismatic colored light. They do nothing in battle, but it is a rather popular parlor trick among circus folk and small children, especially during the festival of lights. Children will often times try to chase them down as they exclaim 'Pretty lights! Pretty lights!'.
Effect: No effect in battle. |
Light of Day 2 Light MP | Description: A bright mote of light hovers over your shoulder, providing bright illumination to an area ten meters in radius. If cast at night, it temporarily blinds anyone unprepared.
Effect: No effect in daytime battle. In battles taking place at night, anyone unprepared loses 1 Dex for one turn. Alters the "battleground" to be daylight conditions; thus effecting creatures with Nightvision, etc. Creatures who have Light Immunity or use Echolocation (or any other creatures who do not rely on sight) are unaffected. Mote lasts for fifteen minutes, or until dismissed. |
Push 2 Hollow MP | Description: You seem o be able to use a telekinetic power to push things away from yourself. It is rumored you can even deflect bullets, well that is if you're skilled enough to do so and practice quite a bit.
Effect: Allows caster to move objects outside of battle, when used in battle it causes 1 physical damage to target.
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Teleport Minor 3 Hollow MP | Effect: Allows the caster to teleport themselves (including their clothing) up to 6 yards in any direction. They cannot teleport themselves into an object (such as a wall), and must be able to see where they are teleporting to. |
Teleport Minor 3 Hollow MP | Effect: Allows the caster to teleport themselves (including their clothing) up to 6 yards in any direction. They cannot teleport themselves into an object (such as a wall), and must be able to see where they are teleporting to. |
Scry 3 Hollow MP | Description: You leave you body behind, leaving it vulnerable, and get to go off as a spirit. You can use this spell to explore places you plan on infiltrating, or use it to check up on you pets at home while in the beyond without actually leaving, though you can't interact with any physical beings.
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Grow Big! 4 Hollow MP | Description: Sometimes with small objects it can be handy to actually have them grow bigger. That bird house over there? That’s my temporal home, watch this!
Effect: Casting this spell on an object can make them by the casters will grow up to six times in size, smaller than six times is possible, but sadly no bigger than that. Objects will also increase in weight. In battle for each increase you will need to cast each time and the size increase becomes irregular as its harder to focus, the objects won't be able to become twice the size with each time it is used but the caster can still cast on one piece six times before it has no effect on it anymore. Outside of battle the spell last for twelve hours or until dismissed.
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Conjure Food 5 Hollow MP | Description: The user conjures up to 1/2 pound of edible food. The food may take on any form or flavor, and does provide nourishment.
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Summon Illusion 5 Hollow MP | Description: The user sends forth an illusion, being in whatever form they choose (bat, snake, cute little bunny, ect).
Effect: Illusion taunts or distracts the foe for three turns, causing them to loose 1/4th their dexterity. Illusion can never actually hurt the opponent, just make them more susceptible to attacks.
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Teleport Major 6 Hollow MP | Effect: Allows the caster to teleport themselves (including their clothing) and one other person or creature up to 1 mile in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently.
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Foresight 6 Hollow MP | Description: Caster will be able to briefly predict the future.
Effect: In battle, the caster will be able to dodge all physical attacks of the opponent the next turn. They will also be able to dodge all magic attacks, unless it's one that is 'unavoidable' like a lightning bolt. Outside of battle, the caster can predict the next 'major' event, like an on-coming storm, or an encounter with a wild creature.
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Phantomize! 7 Hollow MP | Description: The caster suddenly melds into the substances around them, to escape an enemy?
Effect: The user uses Intangible body as per the move; but this can only be used once per day.
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Dream Walk 8 Hollow MP | Description: Have you ever been curious as to what your best friend, or your favorite pet might be dreaming? Simply cast this spell and find out, but there could be repercussions. After all not everyone wants their privacy invaded during their most intimate dreams!
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Animate Toy Minor 8 Hollow MP | Description: If you have a small plushy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat!
Effect: Casting this spell on a small plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real then one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! Outside of battle last for three hours.
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Mass Teleport 12 Hollow MP | Effect: Allows the caster to teleport up to 6 creatures or people up to 10 miles in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently.
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Defend |
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Isolate Mind 3 Hollow MP | Description: The target's mind is magically shielded from others, but though this defends them from mental assaults, it also keeps them from using certain attacks as well.
Effect: One target gains psychic immunity for the next three turns, but they cannot use psychic attacks during this time, either. All the target's empathetic links or telepathy are also rendered useless for the time this spell is in effect. |
Magic Shield 3 Hollow MP | Description: You create a magic, impenetrable shield in-front of your hand. The shield is only visible when something hits it. The shield is twice the width of your hand, and twice the length.
Effect: Creates a shield with 10 resistance that will protect you from damage for two turns. The effect ends immediately if the shield is "broken" by receiving damage equal to or greater than 10.
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Roar of Defiance 3 Hollow MP | Description: You know some of those predatory species are on the top of the food chain, and they make it known loudly to their prey. Freezing them in place. Yet, with this spell, you can imitate them!
Effect: Caster only needs to open their mouth, and the sound of a “Roar” from some unknown or known species is heard loud and clear, causing the opponent to skip it's next turn in battle.
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Sacred Blast 4 Light MP | Description: A beam of sharp light emits from the user's fingertip, tearing a hole through the opponent.
Effect: +2 Light damage and causes bleeding, doing one damage every turn afterward.
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"Gift" of Floating 5 Hollow MP | Description: Your opponent suddenly begins to float, becoming light as a feather and rising above the ground! Shame they can't control it, and are stuck wheeling around in mid air.
Effect: The opponent gains the ability "Float" for 3 turns, but cannot control their movement and loses 3 agility. Opponent suffers no damage on returning to the ground.
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Blinding Flare 5 Light MP | Description: An intensely bright mote of light like a miniature sun flashes into being, bathing an area fifty meters in radius in a blinding flash of light. Everyone within range is blinded briefly, except the caster. The mote vanishes after thirty seconds, causing another brief loss of sight while the eyes adjust to the darkness.
Effect: Every affected creature within range loses one turn. Every affected creature within range loses 2 Dex for two subsequent turns. Creatures with Night Vision feel the effects twice as strongly, and lose two turns and 4 Dex for four subsequent turns. Creatures who have Light Immunity or use Echolocation (or any other creatures who do not rely on sight) are unaffected. Mote lasts for thirty seconds, or one turn in battle.
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Ray of Light 5 Light MP | Description: The user cast a ray of concentrated light from the palm of his hand striking the opponent with great force for beam of light. Effect: +4 light damage against the opponent.
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Deafen 5 Hollow MP | Description: The user can cause the opponent to become deaf for four turns.
Effect: The opponent gains the trait "Deaf" for four turns.
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Hush 5 Hollow MP | Description: The user can cause the opponent to become mute for four turns.
Effect: The opponent gains the trait "Mute" for four turns.
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Draining Beam 5 Hollow MP | Description: A strange light shines from nowhere, and suddenly you feel very, very tired.
Effect: Reduces an opponent’s strength by 2.
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Punish 6 Light MP | Description: Heavy blows are dealt, though the source cannot be seen.
Effect: Lasts for 3 turns. A coin is flipped each turn, and for every "heads" result, 5 damage is done to the target.
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Party Lights 6 Light MP | Description: Bright, beautiful lights flash everywhere in a strobing effect.
Effect: The chance of an opponent’s move making contact is reduced by 75% for one turn, 50% for the next, and 25% for the third before this spell wears off.
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Protective Bubble 7 Hollow MP | Description: A large protective bubble appears around the caster. This bubble, though beautiful, appears to have un-natural strength, and protects the user until it "pops" on it's own accord.
Effect: Prevents all damage (but not secondary effects) of all attacks on the user for the next two turns. The user cannot attack (but can use moves/abilities that have non-damaging effects) during that time.
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Slow 7 Hollow MP | Description: The user can cause the opponent to become slower and more sluggish for four turns.
Effect: The opponent looses 1/2 their "speed" for four turns. In addition to this, the opponent looses 1/4th their dexterity for four turns.
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Banish 9 Light MP | Description: Banishes a single creature that does not belong in this world.. Undead, after all, have no place in it!
Effect: Causes 20 Light damage to a single (non-living) target. Has no effect on living targets.
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Blind 9 Light MP | Description: The user can cause the opponent to become blind for four turns.
Effect: The opponent gains the trait 'Blind' for four turns.
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Weaken 12 Hollow MP | Description: The user can cause the opponent to become weak and more vulnerable for four turns.
Effect: The opponent looses 1/4th their strength and 1/4th their resistance for four turns.
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Quintessence |
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Through the Eyes 3 Hollow MP | Description: The caster can now see through the eyes of their familiar. This does not grant extra communication with their familiar, nor does it grant extra control - but they can quite literally see what their familiar sees.
Effect: The caster can see what the familiar sees. Lasts for 10 minutes.
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Familiar Link 4 Hollow MP | Description: The caster strengthens their bond with their familiar, so that they may hear each other's thoughts.
Effect: The familiar gains "Telepathy" for 12 hours. The Telepathy only works between the familiar and it's master.
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Sever Bond 4 Hollow MP | Description: The caster severs the bond with their familiar, but without doing damage to the bond somehow. This allows the familiar to "leave their aura" for a single day safely. If however, the familiar is not back (within' range of touch) to the caster after 24 hours, the familiar dies, and the bond is permanently lost.
Effect: The familiar can leave the caster's "aura" for 24 hours.
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Heal Familiar 5 Hollow MP | Description: The caster can choose to weaken their spirit to strengthen the body of their familiar.
Effect: The Caster can "drain" 1 MP (in addition to the cost of this spell), and restore 1 Stamina of their familiar's health. This transfer (MP to Stamina) can keep going until the caster has no more MP to spend.
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Grow Familiar 5 Hollow MP | Description: This spell can be used on the caster's familiar only. The familiar doubles in size, and in strength.
Effect: The familiar's Size, Stamina, and Strength double, but their Dexterity is cut in half. This spell lasts 10 minutes.
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Shift 8 Hollow MP | Description: The caster and their familiar quite literally "shift" their places. The caster's spirit now inhabits the familiar's body, and the familiar's spirit now inhabit's the caster's body. This is particularly useful if the caster needs to perform a task that only the familiar's body can perform... Though in the meantime, the familiar (with it's original intelligence) is "safeguarding" your body!
Effect: The caster and their familiar switch bodies. Lasts for one hour. Cannot be pre-maturely canceled.
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Familiar Warding 8 Hollow MP | Description: This spell can be used on the caster's familiar only. The familiar becomes Immune to a single element of the caster's choice.
Effect: The familiar gains X Immunity. Where X equals an element of the caster's choice. This effect lasts for one hour, or for 3 turns in battle.
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