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Vaelthar: Family of Adventurers

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Chapter 6 of 34

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Not a chapter – Spells

Vaelthar: Family of Adventurers

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By Merlin Emrys

It is finally here, my friends: the long-awaited spellbook you were promised.

In this book, you will find everything from the simplest spells to the most advanced ones that even many races have never been able to master in their entirety (and which, of course, I have).Full novel: Vaelthar: Family of Adventurers — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠

As you will notice while reading this guide, each Rank is composed of multiple spells along with a brief explanation of each, accompanied by a few notes and recommendations of my own. You will also notice that some subjects only go up to Rank 5 while others reach Rank 6; this is entirely intentional on George's part, as certain magics reached their peak before others, making an extra rank unnecessary.

However, I must tell you that mastering any magic does not consist merely of pronouncing the spell and imagining what you want. No. That is precisely why various spell types and ranks were created: to facilitate the understanding of magic through practice.

First things first: what is actually required to use magic successfully?

Three fundamental things are required, also known as the 3 Uses:

The 3 Uses consist of Control, Knowledge, and Willpower.

Use of Control: The user's skill over magic and their efficiency in utilizing it.

Use of Knowledge: The user's understanding of an incantation, enchantment, or magic itself.

Use of Willpower: The user's inner power to alter the very nature of magic.

So, how do we apply and learn these three uses in order to cast magic? Simple: through magic itself.

George Hissknow created this system of magical study so that everyone could learn and use magic through the pronunciation of spells.

In other words, when someone speaks a spell from this study system, it is like flipping a switch that is simply waiting for energy to turn on the light. (Your magic is the energy, and the light is the result).

Thus, through constant practice of these spells, one learns control (which determines how much magic to grant the spell), knowledge (becoming more familiar with that magic as you feel its constant flow through your body when casting), and finally willpower (forcing a change in the natural state of the magic).

Simple and practical.

Impressed, aren't you? I, too, was fascinated by George's idea—so simple yet entirely functional.

As you learn and use this system, you will understand that these "switches" are merely a quick and practical method to channel magic. As you progress and master how to wield magic, you may eventually no longer need these "switches"—just like me. Of course, this is rare, and only those who truly dedicate their lives to this system manage to do it across all presented types of magic (though 90% never achieve it for enchantments, spells, and elemental arts). There is an exception, however, and that is Transfiguration. You will notice this primarily with Transfiguration magic, which requires the greatest use of "willpower" to transfigure; eventually, that practice will help you transfigure effortlessly.

With this cleared up, why don't you finally move on to the first topic?

Transfiguration

Transfiguration magic is the type of magic that makes extensive use of the "three uses" across all its spells: the use of control to avoid wasting magic or using less than required; the use of knowledge to shape, alter, or give form to whatever you wish to transfigure; and the use of willpower to force that change upon objects or beings.

To transfigure, a user primarily relies on their Innate Magic, limiting the use of Natural Magic strictly to Ranks 3 and 6, which affect broader areas. Utilizing Natural Magic in the other ranks only wastes the user's magic and energy.

Rank 1:

Change — The word "Change" is a magical switch that, when spoken, activates a magic that alters the structure and composition of objects.

(Example: A user uses "change" to transfigure a wooden spoon into a metal knife).

Warp — The word "Warp" is a magical switch that, when spoken, activates a magic that deforms an object's structure without changing its original properties.

(Example: A user uses "warp" to bend a metal spoon into a metal knife).

[Note: "Warp" is easier to learn than "change" because it doesn't require altering the object's properties, consuming less magic and causing less mental fatigue. ]

[Recommendation: Use "warp" if you don't actually need to make a total chemical or material change to the object. ]

[Note: "Warp" is easier to learn than "change" because it doesn't require altering the object's properties, consuming less magic and causing less mental fatigue. ]

[Recommendation: Use "warp" if you don't actually need to make a total chemical or material change to the object.

Rank 2:

Extend — The word "Extend" is a magical switch that, when spoken, activates a magic that rapidly stretches one or multiple objects and materials within a 10-meter diameter without changing their original properties.

(Example: A user uses "extend" to grab one end of a tree and pull it, stretching out the pulled section).

[Note: "Extend" is most commonly used in combat situations to quickly raise stone walls. ]

[Note: "Extend" is most commonly used in combat situations to quickly raise stone walls. ]

Enlarge — The word "Enlarge" is a magical switch that, when spoken, activates a magic that increases the size of one or multiple objects and materials within a 10-meter diameter, either uniformly or on a single side.

(Example: A user uses "enlarge" to increase the thickness of a wall or the width and length of a barrier).

Spikes — The word "Spikes" is a magical switch that, when spoken, activates a magic that creates spikes across a diameter of up to 10 meters in any material or object.

[Note: "Spikes" is a transfiguration spell created for rapid offense or temporary traps. ]

[Note: "Spikes" is a transfiguration spell created for rapid offense or temporary traps. ]

Transfigure — The word "Transfigure" is a magical switch that, when spoken, activates a magic that freely alters the structure and composition of objects within a 10-meter diameter.

(Example: A user uses "transfigure" to change their forest surroundings into a 10-meter-wide lake).

[Note: Throughout your studies, you will notice that this spell, "Transfigure," repeats in upcoming ranks. However, it is important not to get confused, as there is a massive difference between the Rank 3 "Transfigure" and the Rank 2 version. This is thanks to the additional transfiguration spells mastered in each rank. In short, the more transfiguration spells you master in each rank, the stronger and more versatile the "Transfigure" spell becomes. ]

[Note: Throughout your studies, you will notice that this spell, "Transfigure," repeats in upcoming ranks. However, it is important not to get confused, as there is a massive difference between the Rank 3 "Transfigure" and the Rank 2 version. This is thanks to the additional transfiguration spells mastered in each rank. In short, the more transfiguration spells you master in each rank, the stronger and more versatile the "Transfigure" spell becomes. ]

Rank 3:

Flat — The word "Flat" is a magical switch that, when spoken, activates a magic that flattens and clears an area up to 100 meters in diameter.

(Example: A user uses "flat" to create a temporary flat clearing in a dense forest, perfect for camping).

[Note: "Flat" is usually used to help set up temporary bases during wartime or monster battles. ]

[Note: "Flat" is usually used to help set up temporary bases during wartime or monster battles. ]

Base — The word "Base" is a magical switch that, when spoken, activates a magic that creates a shelter base consisting of 10 to 50 simple tents protected by a 100-meter-diameter perimeter wall.

[Note: "Base" is commonly used to rapidly establish field headquarters during military campaigns or monster skirmishes. ]

[Note: "Base" is commonly used to rapidly establish field headquarters during military campaigns or monster skirmishes. ]

Flat Spikes — The words "Flat Spikes" form a magical switch that, when spoken, activate a magic that generates spikes out of any material or object across a 100-meter diameter.

Quicksand — The words "Quicksand" form a magical switch that, when spoken, activate a magic that transfigures the ground into quicksand within a 100-meter diameter.

Labyrinth — The word "Labyrinth" is a magical switch that, when spoken, activates a magic that instantly conjures multiple walls, forming an improvised maze.

Transfigure — The word "Transfigure" is a magical switch that, when spoken, activates a magic allowing the free alteration of object structures and compositions within a 100-meter diameter.

(Example: A user uses "transfigure" to convert their surrounding forest into a 100-meter-diameter lake).

[Note: The range of "Transfigure" scales with the user's magical power; George Hissknow could transfigure an area up to 10 kilometers in diameter. ]

[Note: The range of "Transfigure" scales with the user's magical power; George Hissknow could transfigure an area up to 10 kilometers in diameter. ]

Rank 4:

Arrest — The word "Arrest" is a magical switch that, when spoken, activates a magic that spawns restraining lashes that seek out and immobilize targeted foes.

Soldier — The word "Soldier" is a magical switch that, when spoken, activates a magic that creates one or more golems designed to attack or defend designated targets.

[Note: The appearance, versatility, durability, and other traits of the "Soldier" golems depend entirely on the skill of the casting user. ]

[Note: The appearance, versatility, durability, and other traits of the "Soldier" golems depend entirely on the skill of the casting user. ]

Eternal Labyrinth — The words "Eternal Labyrinth" form a magical switch that, when spoken, activate a magic creating an improvised maze whose walls constantly shift and rearrange themselves at random intervals.

[Note: The size, appearance, and effectiveness of the "Eternal Labyrinth" depend totally on the user's magic and control. ]

[Note: The size, appearance, and effectiveness of the "Eternal Labyrinth" depend totally on the user's magic and control. ]

Beast — The word "Beast" is a magical switch that, when spoken, activates a magic that instantly transfigures a beast out of whatever material the user is touching.

(Example: A user uses "beast" to shape a massive serpent out of a mountain).

[Note: The "beast" is predominantly forged from the user's subconscious fears. Please practice this spell thoroughly before using it in actual combat. ]

[Note: The "beast" is predominantly forged from the user's subconscious fears. Please practice this spell thoroughly before using it in actual combat. ]

Rank 5:

Messenger — The word "Messenger" is a magical switch that, when spoken, activates a magic that transfigures a written message into a living animal that flies or runs directly toward the designated recipient.

(Example: A user uses "messenger" to transform a letter into a squirrel and send it to another person).

Inanimate — The word "Inanimate" is a magical switch that, when spoken, activates a magic that temporarily transfigures an animal or living creature into an inanimate object.

(Example: A user uses "inanimate" to turn a bear into a glass cup).

[Note: The larger and more magically powerful the target is, the harder it is to cast "Inanimate" upon them. ]

[Note: The larger and more magically powerful the target is, the harder it is to cast "Inanimate" upon them. ]

Horde — The word "Horde" is a magical switch that, when spoken, activates a magic that transfigures surrounding objects or open space into a pack of beasts and animals whose sole purpose is to savage one or multiple enemies.

Transfigure — The word "Transfigure" is a magical switch that, when spoken, activates a magic allowing the free structural and compositional change of objects or living beings within a 100-meter radius.

Rank 6:

Mimic — The word "Mimic" is a magical switch that, when spoken, activates a magic that freely transfigures the user's body, allowing them to assume the exact appearance of others.

[Note: "Mimic" requires intense visualization and deep knowledge of the person you wish to copy. Sustaining the transformation demands a considerable amount of magic and mental endurance. ]

[Note: "Mimic" requires intense visualization and deep knowledge of the person you wish to copy. Sustaining the transformation demands a considerable amount of magic and mental endurance. ]

Petrification — The word "Petrification" is a magical switch that, when spoken, activates a magic that rapidly—though temporarily—turns a person or creature's body into solid stone.

[Note: Maintaining "Petrification" continuously drains the user's magic. ]

[Note: Maintaining "Petrification" continuously drains the user's magic. ]

Harmless — The word "Harmless" is a magical switch that, when spoken, activates a magic that transfigures the bodies of one or multiple adversaries into harmless, docile animals.

[Note: The effectiveness of "Harmless" depends on the user's magic pool versus the target's magical resistance. ]

Elemental

Elemental magic primarily utilizes two of the "three uses": control and willpower.

Elemental magic mostly draws upon Innate Magic to cast spells across most ranks because it is significantly easier to employ control and willpower using Innate Magic rather than attempting to harness raw Natural Magic.

Rank 1:

Fire — The word "Fire" is a magical switch that, when spoken, forces elemental magic to manifest, allowing the user to summon said element.

Water — The word "Water" is a magical switch that, when spoken, forces elemental magic to manifest, allowing the user to summon said element.

Earth — The word "Earth" is a magical switch that, when spoken, forces elemental magic to manifest, allowing the user to summon said element.

Wind — The word "Wind" is a magical switch that, when spoken, forces elemental magic to manifest, allowing the user to summon said element.

Sub-element:

Light — The word "Light" is a magical switch that, when spoken, generates light through the manipulation of one's own Innate Magic, weaving waves of magic and converting them into luminescence via the use of "willpower."

[Note: "Light" is not a fundamental element like Fire, Water, Earth, or Wind; it is generated purely through the application of "willpower," meaning one cannot develop a natural affinity for it. ]

[Note: "Light" is not a fundamental element like Fire, Water, Earth, or Wind; it is generated purely through the application of "willpower," meaning one cannot develop a natural affinity for it. ]

Rank 2:

Imbue — The word "Imbue" is a magical switch that, when spoken, allows the user to infuse an object with elemental magic of their choice.

[Note: The magic will be as potent as the user allows; however, pouring excessive amounts of magic to grant greater power can cause a severe imbalance and injure the caster. ]

[Note: The magic will be as potent as the user allows; however, pouring excessive amounts of magic to grant greater power can cause a severe imbalance and injure the caster. ]

Rank 3:

Control — The word "Control" is a magical switch that, when spoken, allows the user to manipulate and shape elemental magic into any form they desire.

[Note: This is a form of magical transfiguration, but applied to elements. In other words, the more proficient you are at transfiguration magic, the easier it will be to use "Control" to shape the elements into any configuration you want. ]

[Note: This is a form of magical transfiguration, but applied to elements. In other words, the more proficient you are at transfiguration magic, the easier it will be to use "Control" to shape the elements into any configuration you want. ]

Rapid Fire Spells:

[Note: Rapid fire spells are pre-configured spell forms designed for fast combat application. The power and scale of these spells depend entirely on the user. Pumping in excess magic can lead to a loss of control and injure the caster. ]

Fireball — Condenses fire at a specific point chosen by the user.

Fire Arrows — Condenses fire into the shape of multiple projectile arrows.

Sea of Flames — Unleashes a massive torrent of fire outward from the user.

Flame Split — Condenses fire into an arrow that leaves a fiery trail behind as it flies, igniting a sea of flames along both sides of its path.

Rapid Water Spells:

[Note: Rapid water spells are pre-configured combat forms. Power and scale scale with the caster. ]

Water Whip — Condenses water into a fluid lash.

Water Prison — Encapsulates an object or person inside a spherical orb of dense water.

Rain — Condenses moisture in the atmosphere to conjure localized rainfall.

Great Wave — Summons a massive surging wave of water sweeping forward in designated directions.

Water Blade — Condenses water into a high-speed spinning crescent blade designed for cutting.

Rapid Earth Spells:

[Note: Rapid earth spells are pre-configured combat forms. ]

Barrier — Instantly erects a solid stone barrier in front of or around the user.

Prison — Encloses a target within a solid cube of earth. (Note: While it forms as a flat, thick cube by default, proficiency in transfiguration allows you to reshape and alter its dimensions at will).

Spikes — Conjures one or more stone spikes extending toward a target or across a designated zone.

Chains — Manifests rocky restraints to bind and immobilize one or more targets.

Rapid Wind Spells:

[Note: Rapid wind spells are pre-configured combat forms. ]

Tornado — Conjures a spinning vortex of wind to obstruct vision and hinder enemies. (Note: The scale of the tornado depends on the user; a vortex that is too large can end up catching the caster in its radius).

Wind Blade — Condenses compressed air into a razor-sharp cutting blade.

Wind Needles — Condenses the air into multiple nearly invisible, high-velocity needles.

Pulse — Generates a forceful shockwave of compressed air in any direction.

Suction — Creates an atmospheric vortex that pulls everything in front of it inward.

Rapid Light Spells:

Light Mirror — Creates one or multiple illusory holographic copies of the user or a target.

Blur — Shrouds a target in an optical veil that distorts their outline, making them difficult to track. (Note: Can be applied selectively to a single body part).

Translucent — Wraps a layer around the body or an object that bends surrounding light, mimicking a chameleon's adaptive camouflage. (Note: It is functional, though not quite as potent as a potion brewed from a translucent mushroom).

Blind — Flashes a blinding burst of intense illumination to temporarily blind anyone looking directly at it.

Rank 4:

Disperse — The word "Disperse" is a magical switch that, when spoken, completely dismantles and scatters any elemental spell in its entirety.

[Note: Using "Disperse" requires your magical output to be greater than the incoming spell; otherwise, the attempt will fail. ]

[Note: Using "Disperse" requires your magical output to be greater than the incoming spell; otherwise, the attempt will fail. ]

Divide — The word "Divide" is a magical switch that, when spoken, splits an elemental attack into two separate vectors, perfect for large-scale combat.

[Note: "Divide" consumes less magic than "Disperse," making it your best option if you are fighting alone and don't need to shield others. ]

[Note: "Divide" consumes less magic than "Disperse," making it your best option if you are fighting alone and don't need to shield others. ]

Annul — The word "Annul" is a magical switch that, when spoken, severs the active magical connection between a caster and their own spell.

[Note: "Annul" is strictly used when one's own spell spins out of control, as it only applies to spells cast by the user themselves; it has no effect on spells cast by others. ]

[Note: "Annul" is strictly used when one's own spell spins out of control, as it only applies to spells cast by the user themselves; it has no effect on spells cast by others. ]

Rank 5:

[Note: Spells in this rank demand massive amounts of magic, forcing users to rely heavily on tapping into Natural Magic. ]

Duo — Forces the simultaneous activation of two elements.

[Note: If handled without extreme care and precision, one of the elemental magics may end up backfiring and attacking the caster. ]

[Note: If handled without extreme care and precision, one of the elemental magics may end up backfiring and attacking the caster. ]

Multi — Forces the simultaneous activation of multiple elements at once.

[Note: Carries an even higher risk of backfiring if not strictly controlled. ]

[Note: Carries an even higher risk of backfiring if not strictly controlled. ]

Union — Forces the activation of two or more elemental magics, binding them together to give birth to a hybrid elemental derivation.

(Example: Fusing "Earth" and "Water" to manifest the element of "Mud" or "Sludge").

[Note: "Union" combines multiple magical disciplines, requiring profound mastery of transfiguration, deep application of the 3 Uses, and expertise in the constituent elements. Faltering in any of these requirements causes the union spell to collapse or violently rebound upon the caster. ]

[Note: "Union" combines multiple magical disciplines, requiring profound mastery of transfiguration, deep application of the 3 Uses, and expertise in the constituent elements. Faltering in any of these requirements causes the union spell to collapse or violently rebound upon the caster. ]

Rapid "Union" Spells (Fire & Wind):

Wildfire (Incendio) — Forces the combination of fire and wind to unleash a massive area-of-effect firestorm covering a 500-meter radius. (Note: If used in forests or cities, the spell risks spreading uncontrollably).

Fire Tornado — Blends fire and wind into a raging vortex of flames. (Note: Prone to spiraling out of control in the hands of novices as the circulating winds continuously feed and escalate the initial power).

Rapid "Union" Spells (Water & Earth):

Mud Projectiles — Fuses water and earth to hurl high-velocity gobbets of mud that solidify upon impact, binding or imprisoning targets.

Sludge — Creates a sticky zone of boggy mud designed to mire movement and set up follow-up earth/water combos.

Rapid "Union" Spells (Water & Wind):

Typhoon — Conjures a colossal, devastating storm system that flattens terrain with gales and floods regions with endless rain.

Cryomancy — Freezes water instantly using sub-zero compressed air to generate glacial ice.

Rapid "Union" Spells (Fire & Earth):

Magma — Liquefies stone via extreme thermal heat, generating molten magma.

Igneous Rock — Summons a gigantic boulder wreathed in roaring flames.

Rapid "Union" Spells (Fire, Water & Wind):

Thunderstorm — Merges fire, water, and wind into a ferocious tempest featuring gale-force winds, torrential downpours, and devastating lightning strikes.

[Note: While a two-element Union costs double the magic of a normal spell, a three-element Union drinks magic like a sponge, consuming up to three times the energy of a dual union. ]

[Note: While a two-element Union costs double the magic of a normal spell, a three-element Union drinks magic like a sponge, consuming up to three times the energy of a dual union. ]

Lightning — Forces the activation of fire, water, and wind to generate pure electrical lightning.

[Note: Unlike Thunderstorm, casting pure "Lightning" actually costs slightly less than a two-element Union because it requires only a minuscule spark of each element to trigger the discharge. ]

[Note: Unlike Thunderstorm, casting pure "Lightning" actually costs slightly less than a two-element Union because it requires only a minuscule spark of each element to trigger the discharge. ] Enjoying the story? Read on at novelping dot com.

Neutral (Enchantment)

Neutral (Enchantment) magic primarily draws upon Innate Magic to execute its spells across all ranks.

Rank 1:

Suspension — The word "Suspension" is a magical switch that enchants an object to keep it levitating in mid-air.

[Note: Utilizes telekinetic magical manipulation to hold the object; the effect persists until the caster's magical tether is broken. ]

[Note: Utilizes telekinetic magical manipulation to hold the object; the effect persists until the caster's magical tether is broken. ]

Assign — An advanced derivative of "Suspension" that uses the knowledge and control uses to not only levitate an object, but imbue it with programmed directional movement.

(Example: Enchanting a sword to execute a specific swordsmanship form automatically).

Rank 2:

Afflict — Enchants an object with any low-level spell so that anyone touching the item is instantly struck by the affliction.

(Example: Enchanting a vase with a dizziness spell so whoever handles it gets nauseous).

[Note: Lasts as long as the magical link between the enchantment and the caster remains intact. ]

[Note: Lasts as long as the magical link between the enchantment and the caster remains intact. ]

Disperse Effect — Strips away and dispels an enchantment from an object or person. (Requires the applied magic to exceed the power of the original enchantment).

Rapid Enchantments:

Afflict (Sleep) — Infuses an object to induce heavy slumber upon contact.

Afflict (Dizziness) — Induces severe vertigo and vomiting upon contact.

Afflict (Confusion) — Induces severe mental disorientation that can cause targets to forget what they were doing. (Note: While seemingly harmless at first, repeated exposure can wipe days or weeks of a victim's memories).

Afflict (Dance) — Forces physical compulsion to dance upon touching the item.

Sharpen — Optimizes an object's edge to peak sharpness.

Fortify — Enhances an object's structural durability.

Weaken — Compromises an object's material integrity, reducing its durability.

Rank 3:

Afflict (Multi) — Allows multiple enchantments to be layered onto a single object. (Example: Enchanting a pencil with both confusion and dizziness).

[Note: Each layered enchantment requires dedicated magic; overloading the item will cause its structure to fracture and break. ]

[Note: Each layered enchantment requires dedicated magic; overloading the item will cause its structure to fracture and break. ]

Rapid Multi-Enchantments:

Lost — Combines "Confusion" and "Disorientation" enchantments to strip targets of self-recognition and spatial awareness.

Optimal Sword — Combines "Fortify" and "Sharpen" to grant any handheld blade peak cutting power and resilience.

Rank 4:

Perma — The word "Perma" is a magical switch that binds an enchantment placed on an object directly to ambient Natural Magic, rendering it permanent.

[Note: Draws on environmental magic to sustain the enchantment indefinitely, though "Disperse Effect" can still strip it away. ]

[Note: Draws on environmental magic to sustain the enchantment indefinitely, though "Disperse Effect" can still strip it away. ]

Rank 5:

Bestow — Enchants an object with elemental magic of any kind.

Rapid Bestowing Enchantments:

Burn — Infuses an object with thermal fire magic to sear upon touch.

Drown — Stores a "Water Prison" spell inside an item to release upon contact.

Discharge — Stores a "Sea of Flames" spell inside an item to erupt upon contact.

Scourge — Stores a "Tornado" spell inside an item to unleash upon contact.

Rank 6:

Perma — Functions identically to the Rank 4 version, differing only in the baseline complexity of the enchantments being permanently anchored.

Neutral (Spells)

Neutral (Spell) magic primarily relies on Innate Magic, leaning heavily on the uses of willpower and knowledge. Many of these spells are unique constructs forged by altering the very nature of neutral magic via willpower.

How does this work? Through the 3 Uses:

Neutral Magic + No 3 Uses = Simple magical manipulation.

Neutral Magic + 3 Uses = Altering the nature of Neutral Magic to manifest nausea, vertigo, illusions, light, and infinite other possibilities (provided you possess sufficient knowledge of the phenomenon you wish to replicate).

Rank 1:

Magic Manipulation — Unconjured manipulation of raw magic used as a physical force (also known as telekinesis).

Shock — Emits a strong concussive pulse of magic in one or multiple directions.

Collision — Draws and pulls all loose objects toward one or more predetermined focal points.

Dizziness — Fires a ray that induces sudden vertigo upon impact.

Sleep — Fires a transparent beam that induces drowsiness.

[Note: Only works on inactive or distracted targets; if thrown at someone actively engaged in combat, it will fail completely. ]

[Note: Only works on inactive or distracted targets; if thrown at someone actively engaged in combat, it will fail completely. ]

Rank 2:

Destabilizer — Fires a transparent beam that agitates the magical core of a target, temporarily severing their connection to Natural Magic and preventing them from restoring Innate Magic for a few seconds.

[Note: Can be overcharged with extra magic, but requires precise control; a slip in control causes the spell to rebound and strike the caster instead. ]

[Note: Can be overcharged with extra magic, but requires precise control; a slip in control causes the spell to rebound and strike the caster instead. ]

Aggravate — Fires a transparent beam that instantly amplifies minor wounds or lingering physical conditions (fatigue, nausea, etc.).

Magic Lash — Materializes condensed Innate Magic into a hand or weapon, firing it as a whip-like beam that deals both physical and magical damage.

[Note: Requires willpower to shift the magic's nature from telekinesis to a piercing attack, and control to keep it contained. Losing control causes it to blow up in the caster's hand. ]

[Note: Requires willpower to shift the magic's nature from telekinesis to a piercing attack, and control to keep it contained. Losing control causes it to blow up in the caster's hand. ]

Slash — Materializes condensed Innate Magic into a razor blade of energy capable of piercing armor and striking multiple targets simultaneously.

Silence — Fires a transparent beam that temporarily blocks a target from speaking incantation switches.

[Note: Only halts guided speech spells; does not block unchanted arts like transfiguration. Highly proficient mages who can cast without switches will bypass this entirely. ]

[Note: Only halts guided speech spells; does not block unchanted arts like transfiguration. Highly proficient mages who can cast without switches will bypass this entirely. ]

Tracker — Applies a subtle magical tag to a target, enabling subsequent spells to home in on them.

Thunderer — Fires a ray that disrupts a target's internal Innate Magic, forcing it to pool and detonate internally as a concussive shockwave.

Rank 3:

Infusion — Infuses an object with raw neutral magic, upgrading its physical properties as long as the caster's magic flows into it. (Distinct from enchantments, as it alters physical reality directly through active magic).

Bond — The underlying process of linking a caster's neutral magic to a target.

Bonding Spells:

Madness — Temporarily strips a target of their sanity.

Mind Read — Penetrates a target's mental defenses to eavesdrop on their surface thoughts.

Dreamer — Traps a target within a customized illusory dreamscape of their heart's desire.

Fear — Inflicts overwhelming, paralyzing terror toward everything the target perceives.

Rank 4:

Union — The neutral variant of the elemental union, fusing multiple neutral spells together.

Union Spells (Spells):

Absent — Combines Magic Manipulation and Bond to lock a target's body in place while freezing their cognitive thoughts. (Beneficial side effect: when they eventually break free, they have no concept of how much time passed).

Suicide — Combines Magic Manipulation and Bond to compel a target to take their own life.

[Note: A rather drastic spell... especially if the target's neutral resistance is higher, causing it to bounce back onto you. ]

[Note: A rather drastic spell... especially if the target's neutral resistance is higher, causing it to bounce back onto you. ]

Infiltrator — Combines Magic Manipulation and Bond to subvert a target's thoughts, planting false beliefs or compelling ideological allegiance. (Extremely dangerous in the wrong hands).

Rank 5:

Fusion — Not a switch, but a prefix descriptor used by appending "Fusion" before casting an elemental spell, blending neutral spellcasting with elemental energy to inflict Magical Damage.

[Note: Why is this necessary? Pure elemental damage bounces off dangerous creatures like basilisks, wyverns, or vampires. Magical damage bypasses their natural defenses, making it essential for hunting monsters. ]

[Note: Why is this necessary? Pure elemental damage bounces off dangerous creatures like basilisks, wyverns, or vampires. Magical damage bypasses their natural defenses, making it essential for hunting monsters. ]

Rank 6:

Derivational — The ultimate process of developing and polishing a branch of magic from another origin (whether elemental, neutral, or derived from a permanence potion).

(Example: The notorious Gapsen criminal family's "Phase" magic—which allows them to become intangible assassins—was actually derived and polished from the magic of a Phasing

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