Yannite Sorceries: Spells researched by members of the Yannite Magic Academy...
Soul Arrow
The simplest form of Sorcery.
Sorceries are supernatural techniques that use applied energy and knowledge to alter reality.
The Kingdom of Yannia is the foremost leader in this form of magic.
A magical bolt deals damage from afar.
Though its power may be lacking, it is a staple in any Magister's arsenal.
Soul Ray
Advanced form of Soul Arrow.
A thin ray of magic fires straight through foes.
A ray of light does not stop until it hits an object.
A Soul Ray does not stop even then.
Soul Spear
The ultimate Yannite Sorcery, representing the apex of knowledge.
A flying pillar of Sorcerous energy that busts through any obstacle.
Such a power can only be achieved by years of study, or born from a purely magical Soul.
Sentinel Soulmass
A sorcery that imbues an outburst of energy with a staunch will.
The Soulmasses above the caster's head launch at any with hostile intentions, blasting apart on contact.
The more Intelligence the caster has, the more Soulmasses are conjured.
Raystorm
A sorcery born from the Empty Kings, who rejected and yet craved the Soul.
Send forth a spray of piercing Soul Rays.
Higher Intelligence increases the amount of Rays.
At its peak, this spell is lethal to those without the good sense to dodge.
Mystic Weapon
Engrave the right-hand weapon with mystic runes that pulse with ravaging energy.
Alternatively, change a right-hand catalyst into a magical blade.
Even Sorcerers cannot rely on projectiles alone.
Wily opponents can dodge or deflect nigh any ethereal bolt.
This sorcery's power is proportional to the quality of the weapon, and the duration increases with Intelligence.
Sigil Shield
Engrave the left-hand shield with a mighty sigil that cannot be broken.
Alternatively, change a left-hand catalyst into a shining barrier.
There comes a time when crushing blows will fall.
For those times, fortification is a true advantage.
This sorcery's power is proportional to the quality of the shield, and the duration increases with Intelligence.
Mage Armor
A sorcery that covers the body with thin film of magic that rivals steel in hardness.
In the Soul Wars, Yannia's Magister Vanguards had no time to train their bodies.
Instead, they bolstered their minds and cast this spell until their ranks were a roving mass of blue light.
This sorcery's power is proportional to the quality of the catalyst, and the duration increases with Intelligence.
Chameleon
A crafty illusion spell that disguises the caster as an unassuming object.
This sorcery was connived by Apprentice Geten, a sublime expression of his predominantly cowardly nature.
Though he'd never admit it, of course.
Exercise caution when using this spell.
For one with no inkling of stealth, it is about as useful as standing in the open.
Early Warning
A unique sorcery with an inextricable link to other worlds.
While this spell is in effect, you are giving additional warning of uninvited Explorers entering your world.
There is strength in numbers, but the shadow divides Explorers into separate worlds.
Alone, the mortal soul is weak, and subject to devious thoughts.
Use this sorcery to thwart those who would attack you.
Each cast of this spell lasts until it releases its warning, then its effects fade.
False Image
An advanced illusory sorcery, refined from the Bisected Emperor's Soul by Apprentice Geten.
A step above Chameleon, it plants a fake copy of yourself that stands in place, attracting the ire of your foes.
It is enough to fool simple Shades, but use with discretion if you wish to deceive smarter foes.
Repel
A carefully guarded sorcery, once known only by royal Magisters of Yannia.
Conjure a short-lived barrier that sends projectiles back from whence they came.
Whenever a rogue Sorcerer would go on a rampage in Yannia, the royal Magisters would confront them, using this spell to render their powers useless.
Against a simple knight, however, this spell itself is ineffective.
Ancient Sorceries: Spells discovered in the Aeon Ruins...
Shimmering Beam
A pure expression of magic, derived from the gargantuan Soul of the Artificial God.
Radiate a thick beam of destruction, and sweep it from one side to the other.
When the Mystics retreated into themselves, their bodies wasted away, but their minds reveled in wrath as they ruled over their inner universes.
The direction it moves depends on the hand you hold it in.
Bow of Mystics
An ancient sorcery, salvaged from the annals of history by the Archmage Halvard.
Hold the casting button to enter an aiming stance, and fire a powerful Soul Arrow like a bow.
The old Mystics researched spells of all kinds, but they found little use for most of them inside their sterile halls.
Blink
A chaotic sorcery that weakens the barriers between worlds.
While under the influence of this spell, you will temporarily cross over into other worlds while dodging, increasing invulnerability time.
The travel that this spell allows taps into phantasmic power, allowing one to forcibly cross through the shadows without causing distortions.
However, rampant use of it may lead to a true crossing between dimensions...
Splash
A sorcery of ancient heroes, revived by the Soul of their corrupted guardian, the Shadowgate.
Shoot a bead of water that causes Cold damage and attempts to Drench the target.
The heroes arrived in exodus from their forlorn homeland, and created the Aqueducts to claim mastery over the fell waters that haunted them still.
Drenched foes in heavy armor move even slower than usual, and while they resist Fire, Lightning deals extra damage.
Shooting Star
The mightiest ancient sorcery, and Archmage Halvard's finest work.
Summon a vortex of comet-like Soul Rays, and release them gradually in all directions.
It was not resurrected from a lost legacy, but from a truth even deeper and older.
The true nature of the Soul is light.
And when mortals bask in the light, they cast shadows.
Those shadows shape the world, and produce memories of mystery and fear.
Venom Breath
A sorcery that extracts the essence of the ancient Magic Eaters, and distills their venom into a toxic cloud.
While foes are inside the cloud, they will gradually become poisoned.
Magic Eaters are similar in composition to Demons, but consume magic itself instead of Souls.
Against sorcerers or magic constructs, they are anathema.
Is it really wise to try and harness their bestial poison in such a way?
Bind
An ancient sorcery that harkens to the cruel tortures of the Iron Maiden.
Project a trapping circle on the ground that immobilizes any who step into it, but leaves them unharmed.
She profited from giving death to those who desired it, but in time fell prey to her own devices.
Mirage Weapon
An ancient sorcery that coats the right-hand weapon in a dry heat.
The mirage it produces hides the weapon from sight.
The Demon of Desiccation seemed to appear out of nowhere.
There were whispers that it came from across an endless reservoir of water.
Like all illusions, Mirage Weapon is only useful to the cunning.
Reckless use of it will not avail you.
Swift Escape
An ancient sorcery found tattered in the archives of the Paper Caverns, pieced back together by Halvard.
It increases the caster's sprinting speed, and reduces Stamina consumption.
It's easy to assume that the intellectual Mystics did not have much use for this technique.
Reckless use of this spell may lead to embarrassing deaths.
Glass Eyes
An ancient sorcery that replaces one's eyes with clear crystal.
It allows them to see through any obstruction to vision, including dust, mist, and illusions.
When sand is melted, it turns to twisting glass.
The Glass Cavalry arose from the sand-blasted armies, and nothing was the same.
Do not underestimate the power of awareness.
In the face of true clarity, deception shatters.
Intimidation
An illusory sorcery, of complex make and use.
Archmage Halvard imagined this spell as he gazed upon a most daunting Soul.
The caster's appearance is changed to that of a heavily-armored knight, who wields ever more terrifying equipment as Intelligence increases.
Attacking will break the illusion, but simply advance with confidence, and cowardly foes may flee for their lives.
Soul Gravity
A powerful sorcery passed down in Scholar Thenis's family.
Increase the amount of Souls obtained.
To those with natural charisma, they need not seek out fortune.
It comes to them.
MIRACLES: The power of gods and spirits, made manifest...
Dorainian Miracles: Miracles granted by the wrathful God of Doraine...
Heal
A plea to the divine in times of need, knowable by those with at least a smidgen of faith.
Miracles are the powers of divine beings, called forth by the caster's Faith in them, and ceremonial talismans.
A soft light mends wounds, and heals HP.
When Light Gels are limited, it's always good to have a back-up plan.
Grand Heal
A more powerful form of Heal.
A miracle that sews grievous wounds shut with holy light, restoring HP.
The source of divine power matters less than the caster's devotion to it.
Recover
Recite a grand prayer to the God of Doraine, restoring your body and the bodies of those around you to a healthy state.
The evidence for the Dorainian God's existence is undeniable.
But no one has ever seen it, except for the highest clerics, who forbade anyone 'unworthy' from seeking it out.
And now, with Doraine destroyed and the high-priests gone, the truth may never be revealed.
Cure
A miracle that purges all bodily ailments, such as Poison, Bleeding, and Drench, as well as the build-up that causes them.
However, it has no effect on Corruption, being an ailment of the Soul.
The dogma of Doraine does not encourage purity; it demands it.
If it cannot be achieved, it must be faked until true purity becomes possible.
Second Wind
A rare sort of miracle: one that rejects death.
Whenever wounds would break your body, a mysterious divine force reinvigorates you, returning you to life at half HP.
This spell was born from the Soul of the Empty Kings, beings far from holy.
But their Soul was strong.
It seems that regarding Miracles, a powerful Soul is indistinguishable from a God.
This death-defying spell can only be restored by a Beacon's light.
Force
Rend the air with a word of power, knocking away foes and projectiles alike.
However, it leaves them unharmed.
Some knowledge can never be known, and some words should never be spoken.
This spell calls one such word from the mind of God, and then purges it from the caster's memory to prevent their own destruction.
To some, this Miracle is worse than useless.
But to the cunning, it is a wellspring of possibility.
Smite
Beseech the divine, calling holy judgement down around you in the form of a large shockwave.
This spell is similar to Force, except the inaudible voice of God is what speaks.
A word with such gravitas rips more than just air apart.
Retribution
Give praise to your God with a rousing prayer.
If anyone dare interrupt, they will feel the sting of their own attack in the form of a vengeful shockwave.
The God of Doraine is a jealous and angry God.
Or at least, that is what its followers believe.
But how does one know the nature of a deity, except from the actions of their believers?
Wrath of God
The ultimate Dorainian miracle, a wish for a piece of God's true power.
Following a lengthy ritual, the wish is granted, resulting in a colossal explosion of divine energy.
Gods are born and shaped by the Souls of their believers.
If there is no one to believe in a God, no Souls to be offered, then it will rot and fade away.
When the wrath arrives, it must either be prevented or escaped.
Hesitation will only result in pain or death.
Dulling
A plea for the favor and protection of a deity.
Prevents Critical Attacks, but only if the caster wears heavy armor.
This Miracle fills the chinks and gaps in armor, eliminating all structural weaknesses.
It is no surprise that the armor-favoring Crusaders would use this spell to deter would-be assassins.
Anti-Magic Field
A manifestation of righteous indignation, locking down all spell casting in the caster's world for a time.
This spell was born from the Larval Phantasm's immense Soul.
Like its mature counterpart, its steps shake the very earth, and the aura surrounding it is like a silent storm, rendering the timid awed and speechless in its presence.
Using its own power against others is yet another symbol of revenge in the eyes of Doraine.
Dispel
A unique miracle that strips ongoing magical effects from their targets in a wide radius.
This ends weapon augmentation, supernatural barriers, and even the benefits provided by certain items.
The Living Furnace once had an even greater flame burning within it, sustained by a black coal of hatred.
When magic ripped that power from its body, it left a mark on its Soul, a mark manifested in this spell.
Yuhoic Miracles: Powers of the natural world, called forth through wayward spirits...
Lightning Bolt
A miracle that is said to have descended from the skies.
Gather aetheric light in your hand, and toss it as a bolt of lightning.
Miracles are not known for their destructive strength, but with sufficient Faith, this spell is a force to be reckoned with indeed.
Foes covered in water are particularly vulnerable to electricity.
Nature Spirit
A miracle that summons an innocent spirit of nature.
It wanders through the air, and defends its summoned by launching itself at nearby foes.
The clerics of Yuho worship not a single deity, but rather an array of spirits that exist in all aspects of life.
To them, divinity exists not as a single bright light like the sun, but scattered everywhere, like the stars.
Flood
A miracle that calls on boundless oceans of strength.
Strike the ground with your talisman, revealing a wellspring of pure water.
Causes rare Cold damage, and drenches foes.
This spell is a purification of the Bone Tide's Soul, which did not truly flow.
One can almost sense the relief those poor Souls feel in the casting of this Miracle.
Blade of Peace
The ultimate Yuhoic miracle, used by old samurai to banish demons who would crawl up from beneath the earth.
Coat your right-hand weapon in a wreath of crackling lightning.
There are those who would Curse the living and make demons of them.
This brand of purity shatters the Curses of those it kills, and grows ever stronger as feelings of love and respect gather.
Theoretically, this miracle could reach its peak if the caster was a champion of their own Kingdom, and was a trusted Ally of all other Kingdoms.
Regrowth
A Miracle discovered by Brother Rafael in a deep forest.
Call upon a tree spirit, who enchants you with roots of life, slowly restoring your HP.
Mortals are the only beings with a Body, Mind, and Soul.
But beings who lack, or do not require such a balance also exist.
Nature Spirits only exist because of mortals who believe in them.
Their belief imbues wayward Souls with the demeanor expected by the believers.
Deities work in much the same way.
Flight of Angels
A rare sort of miracle: one that rejects death.
Whenever you would fall to your death, a mysterious feathery force lifts you back to where you fell from.
This spell was born from the Soul of the Empty Kings, beings who did not know death, but dreaded it.
And so they cowered in the shadows, never ascending for fear of falling.
This death-defying spell can only be restored by a Beacon's light.
Illumination
This miracle is a prayer to your fellow mortals.
A bright glow is cast from the talisman, and reveals additional messages.
The usefulness of this spell depends on your faith in others, rather than faith in any divine force.
Transient Wall
A miracle that calls on a spirit foreign to this world, a spirit of impassable borders.
Summon a wide wall in front of you.
It cannot be destroyed, but fades in time.
In the Writhing Fractal's native realm, the world was stable, with walls set in place to prevent chaos from overflowing.
But when the Cryomancer reached into it, the walls were ineffective against him.
Teleport
A miracle that returns the user to the safety of their last Beacon.
It is little more than a pure expression of panic or homesickness, made manifest.
The Teleportation and Flares unique to Qero are predicated on this Miracle, though certainly useful in more situations.
But if you foresee yourself needing a quick getaway, this spell will always aid you.
Douse
A miracle that conjures a short-lived waterfall.
It drenches the caster, and anything near them.
How ironic, that the majesty of a waterfall would be used for such a mundane purpose.
Being Drenched can have its advantages.
Fire and dryness are weakened significantly, important if you are traveling through a particularly hot area.
However, if facing someone like a pyromancer, it might be a good idea to drench them as well.
Veil
A miracle born from the soul of the Stalker.
Channel forbidden spirits that arose in its domain, veiling yourself from mortal eyes.
The Stalker had an apt name, for it moves swiftly and silently, and its prey does not see it until it is far too late.
It makes you nearly completely invisible, but auras caused by magical effects nullify the effect.
Sometimes a trade-off is needed, if victory through stealth is truly desired.
Kindred Spirits
A miracle that purifies the Souls of traveling spirits.
Touch a Blue Phantom with your Talisman, transforming them into a White Phantom, even if they were wearing the Foe's Charm.
Sometimes it only takes the genuine touch of a friend to set someone on the path of kindness.
PYROMANCY: The glory of flame, manipulated by sheer force of will...
Addol Pyromancies: The fiery arts of the Blaze Knights...
Fireball
A basic pyromancy that launches an explosive ball of flame.
Pyromancies are combat spells conjured from a Pyromancy Flame, an embodiment of the user's own fiery Spirit.
Many foes in the shadow cower from heat and flame, making it a source of warmth and power.
But if a Pyromancer is drenched, their flame is doused until they are dry once more.
To access greater pyromancies, a Pyromancer must have a strong Spirit.
However, the power of each spell is dependent on the heat of the Pyromancy Flame itself.
Inferno Fireball
A fireball imbued with a white-hot rage.
Throw a bursting ball of flame that melts the earth, leaving a pool of lava in its wake.
In combat, Blaze Knights are a whirling tempest of fire, and with their explosive spells, they can act as one-man armies.
True knights of Addol never hold shields, leaving their off hands open to cast Pyromancy.
Combustion
A simple pyromancy.
Extend the Pyromancy Flame forward, and cause a small explosion at your fingertips.
This spell is easily intermixed with sword swipes, and is as much a part of a Blaze Knight's arsenal as the blade itself.
Great Combustion
A pyromancy that releases a superheated explosion.
Though the tongues of a Pyromancer's own flame do not usually hurt them, the heat of this spell is so intense that it can't help but burn the caster.
This spell has surprising impact, especially on shields.
Not a pyromancy to be underestimated.
Heatwave
A dry-heat emanates from the flame, igniting the very air in a sphere of flame.
It shoots forward, exploding on contact.
Though it could never touch the flame itself, the Demon of Desiccation constantly dwelt in the sun's punishing rays.
It thirsts eternally, but even as it drains moisture from its surroundings, the water evaporates before it can touch its shriveled fingers.
The sphere is quick and huge, igniting both panic and pain in its target.
Snap Flare
Stoke the flame with an encouraging touch, then snap your fingers to release an explosion of ember-infused air.
It causes minimal damage, but throws opponents back further than most bursting magic.
This pyromancy was pioneered by Warrior-King Martin, who used it to drive back hordes of advancing foes.
He uses it with confidence and glee, even against single opponents.
Immolation
The simplest pyromancy: setting yourself on fire.
Many pyromancers master this technique before any other, burning them and foes, but granting them immunity to other fire attacks until the flame is doused.
This pure form of the spell was born from a selfless spirit, as old as time itself.
The true nature of the Soul is warmth.
And when mortals bask in the warmth, they come together, and decide on right and wrong.
The shadows are pushed to the periphery of thought, and eventually forgotten.
Torch
A pyromancy that causes a torch-like fire to emerge from the Flame, and light the way ahead.
A rare spell from the servants of flame, invented by the mostly pacifistic nobility.
They find the fire elegant and proud, and use it in frivolous ways to best represent that lofty image.
Though the heat of flame is alluring, one must never forget the light it sheds.
Remote Flare
A trap-setting pyromancy, that plants a deceptively small flare on the ground.
Upon casting once more, the flare erupts into a huge explosion.
When the nobility must fight, they attempt to rely on indirect forms of fighting.
This spell is as indirect as the blunt art of pyromancy gets.
Flame Toss
A versatile pyromancy that repeatedly throws weak fireballs straight forward.
Unlike other pyromancies, this spell can be continuously cast while moving.
While the damage is weak, the rapid firing can keep pressure on nimble foes, allowing the caster to close in with a stronger weapon or spell.
Most Blaze Knights consider this pyromancy too tame for proper combat.
They are probably unaware that it's a good favorite of their King, Martin.
Cinder Storm
The most violent pyromancy imaginable.
Drive a flame into the earth, causing bursting spires of flame and smoke to pour out from the ground.
When the Living Furnace was banished, it found itself drawn to a mysterious place.
It felt like home to the demon, and it traveled to a place as filled with flame as itself.
The monster basked in front of a great light, casting a long shadow over the burning city.
This spell's radius is erratic and inconsistent, leaving the caster vulnerable if cast without caution.
Turpentine
A pyromancy lost to the ages, rediscovered in the Aeon Ruins.
Augment your right-hand weapon with a wreathe of fire.
This spell was known to exist, and the image of a burning sword features prominently in Addol artistry.
But despite endless study and searching, the spell could not be found or replicated.
The ancient founder of Addol was said to have eaten a flame whole, and used its power with his legendary blade to carve the borders of his Kingdom.
Freeze Flame
A pyromancy that rejects the flame.
Changes a Pyromancy Flame to a Cryomancy Shard.
Cryomancers are Pyromancers that could not stand the warmth, and found solace in the cold north of the Badlands.
They call themselves the Sons of Ice, and they scrape pieces of permafrost from the glacier to practice their obscure art.
They are outcasts wherever they go.
Cryomancies: The cold opposite of Pyromancy, used by those who lurk in the Badlands...
Ignite Ice
A cryomancy that rekindles hope.
Changes a Cryomancy Shard to a Pyromancy Flame.
A hatred, hidden deep, burns in Addol.
They would not seem to be a particularly faithful people, but prejudice against those who reject the flame runs like poison through their veins.
It is a crime worthy of public execution to practice Cryomancy in Addol.
But their disgust is not so unfounded.
It is the closest form of magic to Demonica, and being a community of outcasts, it attracts unsavory types more than any others.
Frostbite
A basic cryomancy that tosses multiple shards of ice in succession.
It deals Cold damage, and the successive hits batter away at shields.
Cryomancies are logical manipulations of ice, that spring from a hazy part of the caster's Spirit.
The Cold damage they deal is best used on those without sufficient clothing.
Cryomancers are typically pessimistic, having experienced rejection so many times that all they can find peace in is the stasis of unfeeling ice.
Walking Glacier
A cryomancy that covers the caster in a heavy armor of ice.
Drastically increases defense, but with a crucial weakness.
If the caster takes any sort of fire damage, the effect ends, and the caster is drenched instead.
Though, against a Pyromancer, being covered in water is not bad at all.
Cryomancer Osrick created this spell, as he has a penchant for using ice to erect defensive structures.
Ice Shield
A cryomancy that freezes moisture in the air into a short wall of ice.
It crumbles away after a few hits, but if left alone, it lasts for a while.
As with many Cryomancies, it melts quickly if exposed to a strong enough flame.
Cryomancer Osrick created this spell, as he has a penchant for using ice to erect defensive structures.
Spire
A summoned spike of ice, springing up from below the target.
It circumvents shields, and launches anyone hit.
There is a cold cave far in the north, where spikes of ice line the entrance like teeth.
Further in, a greater cold awaits.
The spire remains for a while after being cast, blocking movement but doing no more damage.
Blizzard
A cryomancy that releases a massive wave of driving wind and snow, freezing foes over a wide area.
This is an inversion of the Vapor Guard's Soul.
Where his steam was scalding hot, this cloud of snow is freezing cold.
It blows back forcefully, and creative casters may make use of this pressure.
Snowy Footsteps
A self-augmenting cryomancy that creates fast-melting snow at the caster's footfall.
Renders footsteps silent.
Outcasts like the Cryomancers are skilled at making a quick, but quiet getaway when the Blaze Knights come a-knocking.
Shard Slash
A cryomancy that alters the Shard itself.
Lengthen the Cryomancy Shard, creating a jagged blade, and slash with it in a wide arc.
It is sort of a mockery of Combustion, the erupting pyromancy beloved by Blaze Knights.
The slash causes deep cuts, especially on those without heavy armor.
It was derived from a Fractal's Soul, which mirrored the natural fractals of ice.
They synchronized beautifully into this deadly spell.
Sleet
Launch an icicle at your target, impaling them.
The icicle then melts, attempting to drench the target.
Cold Damage does little against heavy armor, but wearing waterlogged equipment is worse than not wearing nothing at all.
Naturally, it was created from a Soul that sat on the border of water and ice.
Hailstorm
Gather a frigid power, and release it in a short-lived vortex around you.
The Cryomancer did not venture into the Ruins alone.
He had a companion with him, a disheartened man with a glass eye, from a war-torn land.
Enemies caught in the vortex will be battered by ice, until they can stand no longer.
Cold Blood
Grip a foe in your hands, freeze their innards, and shatter them on the ground.
Deals massive Cold Damage, that is unaffected by worn armor.
When the Cryomancer changed, the glass-eyed man who traveled with him fled in terror.
What he found, there in the Abyssal Heart, changed his life forever.
This spell, more than any other, exemplifies a basic truth: all magic, especially cryomancy, owes itself to the Demon Arts.
Fortress of Ice
The ultimate defensive cryomancy.
Conjures a tall wall of ice that encircles the caster in a wide radius.
It is impervious to normal blows, but still melts in the face of flame.
It can either be used to entrap a nimble foe, or to prepare oneself for combat.
The choice is up to the caster.
Created from a frigid Soul, this is Osrick's magnum opus.
DEMONICA: The Demon Arts, primal magic that perverts and corrupts the Soul...
Wuuheim Demonica: Wuuheim's old spells of warfare, thankfully long abandoned...
Soulsucker
The most basic, yet most barbaric demonica.
Grasp a target in your hands, and attempt to rip their Souls out of their body.
Amount of Souls stolen depends on the strength of the caster's Spirit.
During the Soul Wars, many soldiers woke up dizzy and weak, not realizing that a Wuuheim battalion had visited them in their sleep.
Demon Magic is the art of corrupting Souls, so naturally, Souls are required to cast them.
This spell is the one exception, powered solely by the user's passion.
Soul Frenzy
Release a cloud of corrupted Souls, driving nearby Shades into a frenzy.
Some enemies are immune.
Frenzied Shades attack anything that moves, including invaders and each other.
Beware of careless use of this spell, as it may simply draw danger toward you.
Demon Strike
Plant a circle of Souls at your target's feet, and create a black bolt of lightning above that soon follows.
Demonicans used this to break apart the ranks of sieging soldiers, sending volley after volley of dark lightning down, and using the Souls of their dead to send more.
Demonic power is naturally drawn to the Soul.
And Souls outside a body are especially vulnerable, an irresistible target.
Soul Bolt
Individual Souls, fired forward at an absurdly rapid speed.
A disgraceful spell, as it reduces the essence of the living to a simple, feeble projectile.
Rate of fire increases with Spirit.
One of the greatest advantages of Demonica was longevity.
Once a Sorcerer ran out of magic, he was weak.
But as long as a Demon Mage could kill, they could keep casting.
Can be cast continually while moving.
Banisher
Grasp a hostile Phantom in your hands, and banish it back to its own world with an all-consuming blast of Souls.
This demonica was devised to counter the Beacons of Tiolez, which would revive their soldiers as Phantoms.
With no other world to go to, Phantoms banished this way during the Soul Wars would simply be dispersed into the ether.
You gain no Souls for defeating a Phantom with this spell.
Demon Mist
Create a massive field of demonic fog around yourself that obscures all vision except your own.
The Demons and the shadow are linked somehow, and a common manifestation of the shadow is mist.
Veils of mist can be seen throughout the Aeon Ruins, dividing portions of it into areas guarded by Shades.
This spell does not cause damage on its own, so do not waste it.
Exhaustion
Condense Souls into a pearl of corrosive darkness, and launch it at an enemy.
It has a slow speed, but powerful homing, and when it hits, it increases their stamina consumption.
This is a basic combat spell, especially when facing dextrous warriors.
If they can't hit you repeatedly, then they cannot trap you in a whirlwind of steel.
Black Hole
A demonica born from a terrifying hunger.
Conjures a field of darkness that draws enemies toward the center.
Despite the death-loving frenzy, there were still those in the Monument who clung to life.
The phantoms of the dead hated them for their stubbornness, and locked them away in a dismal hole far beneath the Necropolis, beneath endless crypts.
But then they found, without bodies, their phantom-like forms would soon fade away.
In time, the surface was deserted, and all who survived were locked below in the blackness, to await their slow and painful end.
Forest of Death
A demonic that summons a field of large demonic tendrils that obstruct movement.
Wuuheim was a heavily forested country, and when fighting on unfamiliar battlegrounds, it was better to try and recreate the home advantage.
The tendrils undulate and menace, but do not have a true demonic will, and cannot attack.
Devilstep
A demonica that converts souls into a mane of darkness, wreathing the caster as they sprint.
Their speed reaches incredible levels, and any who stand in the way will be thrown clear.
This corruption of the Soul was born from an essence with unlimited potential for hope or cruelty.
The true nature of the Soul is death.
And when mortals die, their journey ends at last.
Thus, their life is given fleeting meaning, before it fades to shadow.
Wave of Chaos
A demonica that manipulates gravity.
Levitates all debris and corpses around you, and launch them forward.
The warriors of the old desert had abandoned their shame long ago, and did not shy away from using the body parts of their foes as improvised weaponry.
Neither should you, if you truly wish to win.
Last Words
The last demonica of Wuuheim.
Detonate your own body and Soul in a massive fiery explosion, in a last desperate grasp for victory.
Sometimes the death of an enemy is worth your own.
When Leocadius faced the Phantasm, this is the spell that he used.
But it was on a much grander scale, and in fact, was not directed at the Phantasm.
The catastrophe that he caused in his Kingdom was simply for the sake of causing a catastrophe.
Did he simply find pleasure in destroying so many Souls?
Or was it a ploy, to trick the watchful eye of fate?
Vestum Demonica: Cruel and savage spells, that thrive in only the darkest hearts...
Dragon Wings
One of three metamorphic demonica that originated in Vestum.
Sprout dragonesque wings that protect you from falls for a time.
Lethal falls, however, will still kill you.
Many people in Vestum are unsatisfied with who they are.
A cult, brought there by a traveler, seeks to remedy their plight.
Demon Claws
One of three metamorphic demonica that originated in Vestum.
Sprout demonic claws from your hands, allowing for powerful unarmed attacks.
The claws are sharp, causing bleeding.
Many people in Vestum are unsatisfied with who they are.
A cult, brought there by a traveler, seeks to remedy their plight.
Beast Fangs
One of three metamorphic demonica that originated in Vestum.
Shape your face into that of a frightening beast, with dagger-like fangs.
When you grapple an enemy, you bite away at their throat instead of punching them.
Many people in Vestum are unsatisfied with who they are.
A cult, brought there by a traveler, seeks to remedy their plight.
Evil Eye
Expend Souls to give yourself the hungering vision of a Demon.
See the outlines of all enemies nearby, including other Explorers.
The effect ends when you begin to move.
Those who invade the worlds of others, no matter what they say they are, are hunters.
They delight in the chase, and with this corrupting spell at their disposal, their prey cannot hide from them.
Acid Blade
A demonica that is a corruption of Mystic Weapon, instead covering a weapon in a corrosive coating of acid.
The acid wears away at the equipment of opponents, but...
The creature whose Soul this spell was made from is a notorious trickster.
But his mischief caused the downfall of a whole civilization.
Sometimes the shortest fires can topple the tallest towers.
Acid Rain
A demonica that summons a cloud of what seems to be nourishing rain.
But what comes down instead is horrible acid, that wears away at the equipment of friend and foe alike.
The great city of the past was made of stone, but it crumbled under its own weight, and under the erosion that came from without and from within.
Everything crumbles eventually, so some disasters are naturally inevitable.
But it takes a malicious heart to hasten the process.
Soul Detonation
Send a slow moving pearl of light that detonates some of the Souls within an enemy.
Causes Magic damage.
The greedier for Souls your opponent is, the more damage they will take, and the more Souls they will lose.
But do not get greedy yourself, for if an opponent dies from this spell, you Souls you would have gained will be consumed as well.
Dark Beacon
A dark mirror of the Soul Beacon, that invites Explorers in Soul Form to the current world as Black Phantoms.
The fear of death is a powerful thing.
Maybe, the most powerful thing.
Faced with true death, one must either fight or flee.
It is not brave to fight, nor cowardly to flee.
When faced with true death, values such as that simply melt away.
Nothing means anything anymore.
You may use this spell in the worlds of other Explorers.
Sinister Smile
A demonica that corrupts the Souls of traveling spirits.
Touch a Blue Phantom with your Spell Tool, transforming them into a Black Phantom, even if they were wearing the Friend's Charm.
Sometimes it only takes a little temptation to turn one to the path of shadows.
You may use this spell in the worlds of other Explorers.
Open Wounds
Summoning a disheartening field that nullifies all healing within.
The blood of humans drives demons into a frenzy.
If their wounds cannot close, then they will surely be devoured.
As such, those in Vestum with pet Demons use this spell often.
Demonic Contract
Use Souls to bribe a terrible demon.
It siphons your health away over time, but increases all damage that you deal.
The Demon of Desiccation did not bring disaster inexplicably.
It was called there by a lone mortal, whose pitiful voice desired some sort of victory.
This Demonica is hazardous to both the caster and anyone around them.
Use it with care.
Reanimate
A demonica that infuses the corpses of the dead with volatile, corrupt Souls.
They serve you in death as they served themselves in life.
The Lich, after he lost his mind, discovered an ancient art deep in the earth, deeper than his old home had gone.
With it, he revived the dead, to serve as twisted companions.
When the reanimated corpses die once again, their false Souls devour them in a plume of shadowy smoke.