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Universal Magic

The most basic class of magic, involving the direct manipulation of Mana, is available to all mages. Raw Mana is a mundane source of magic with no special qualities, but offers some level of versatility. The amount of Mana a mage is capable of replenishing or expelling is dependent on their overall level. 

Can Teach: Mana Graft, Show Of Force, Mana Scouter, Mana Parry, Mana Retaliate, Spirit Beacon

Mana Weave: The simple act of moving one's mana pool through their own body. Channeling one's mana. 

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Mana Spark: A basic mana projectile that can be used offensively or defensively. ​It causes no real damage other than a small sting when hit directly in the flesh. 

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Mana Graft: By weaving their mana into an object or surface, the caster may stick their body to that object or surface, creating a bond strong enough to suspend one's body upside down. This can also be used to create a more firm grip on objects, or to prevent being disarmed. 

Taught by: Ambrose (Original Class)

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Show Of Force: By putting their entire mana pool on display, the mage casting this spell can turn the measure of their power into a tangible feeling. This feels similar to being under heavy pressure when looking directly at the caster. The higher the caster’s rank, the more intense the pressure. 

Taught by: Ambrose (Original Class)

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Summon Medium: A spell that allows a user to transport their medium from a previous location into their hands. Only one medium can be used at a time with this spell, and can include HMM's, as well as basic objects and weapons. To change one's medium, one must use it at least once before being able to actively summon it.

Taught by: Gossamer

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Mana Pane: When focusing one's mana before them and swirling it in a vortex quickly and violently, one may allow their mana to harden, causing a thin pane to form. This spell can only be used defensively and the power it can block is minimal, ranking at iron toughness. This spell can be learned by anyone of mage rank and above, but upon reaching high mage, one may cast two of these at a time, one for each hand.

Taught by: Jinny

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Mana Scouter: By infusing mana into an eyeball, one can see the size of other mage's mana pools. Seeing full mana pools can allow mages to roughly guess the rank of the other mage, and during battle, see how much they've got left in the tank. If the difference in rank between the viewer and the viewee is too great, the viewer may experience a sense of being overwhelmed and be stunned for a few seconds, so, caution is advised when being used by low ranked students. This spell has a forty foot range in which it can be used, and using it on multiple mana signatures (especially ones higher than your own) will drain more mana and become more and more physically debilitating to look at depending on the gap between pools. This includes those of the same rank or even lower; if you are a  high mage and your mana pool is low, looking at a high mages full mana pool will drain additional mana as well as stun your character for a few moments. 

Taught by: Noble (Original Class)

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Mana Parry: In a complicated set of movements, the caster must create a solidified pane of mana upon an appendage or object, and swipe it against an incoming projectile. Upon contact, the caster has a split second to match their mana levels with the opposing spells, which causes the projectile to meld with the casters mana and remove all secondary effects from the energy. This causes the spell to fly off in a random direction, reverted to base mana but still powerful enough to do damage based on the rank of the attack. Casters who use this can only do so on spells of their rank and below, and to do so costs the exact same amount of mana as the spell in question, so one should keep this in mind before parrying anything. Projectiles that have special effects such as detonation, or abilities that can be triggered mid flight can be activated before a spell is able to be parried.

Taught by: Miles (Original Class)

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Mana Retaliate: An upgrade to Mana Parry, this technique requires the user to weave their magic into a point of contact (such as their hand or a medium) and double the amount of mana within an incoming projectile. Upon swiping the point of contact against the opposing force, the extra mana will override the attack and transform it into an orb-like blob of magic. The caster of Retaliate must push this slow-moving orb back toward them, and break it open before it makes contact with their body. This can be done by any basic projectile, such as mana parry, and will shatter the magic into three separate and more solid components. These shattered pieces are about the size of a fist, and shaped in an almost arrow-like manner; they fly at a relatively high speed in intricate and hard to follow patterns that eventually track the original attackers location for up to 60 feet away. Upon reaching five feet from their target, the three shards scatter, sending the brightest of the trio at the front of the attacker, while the other two dull projectiles attempt to pincer each of their sides. The frontal projectiles strength remains the same power as the original retaliated attack, and the two side projectiles work at about a rank lower. This cannot be used against projectiles above the casters rank.

Taught by: Apollo (Original Class)

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Offensive Aura Alpha: Cast by concentrating your focus toward the very thing that gives you life. Although various creatures have vital organs in different areas, the most common place for the aura to originate from is the chest, directly in the center. For humans and other similar beings, the heart itself acts as the conduit. The caster must weave mana directly into this organ (or simply a space on the front of their chest) and allow it to spread throughout their entire body. This aura is extremely volatile in nature, and appears very similar to flames covering the beings entirety, crackling and flaring haphazardly around them.Takes two turns to cast (one turn to prepare weaving mana into the epicenter, and one post allowing the aura to fully take effect). With the aura up, it is able to provide a slight boost (x1.5) to a person's physical strength, as well as their casting speed (this does not work for spells that require multiple posts to charge), and spell damage (around x1.25 more power, does not increase the rank of spells). The aura will make a person feel extremely warm and accelerated, creatures who possess hearts and similar organs will find that they will beat extremely fast while the aura is up. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana (expending the cost to bring it up over again).

Taught by: Ambrose

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Defensive Aura Alpha: Cast by concentrating on the very thing that keeps you standing. In most cases, this means the caster must begin by weaving mana directly into their spine, and allow it to flow into the rest of their body. This aura takes an extremely solid and rigid appearance; it will form around your entire body like a suit of armor, and does not contain an ethereal glow, rather a shine very similar to polished metal. The spine itself will glow slightly, and pulse, causing energy to run throughout the aura. Takes two turns to cast (one turn to prepare weaving mana into the epicenter, and one post allowing the aura to fully take effect). With the aura up, it is able to provide a x1.5 defense against physical based attacks (both natural and physical mana) as well as a x1.25 defense against energy based attacks. While this aura is active, the user will become more heavy and grounded, making it much harder to stagger or knock them down. As an added bonus, the casters pain tolerance increases significantly. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana
​ (expending the cost to bring it up over again). 

Taught by: Ambrose

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Utility Aura Alpha: Cast by concentrating on the mind itself, both in a figurative and literal sense. Casters will start by weaving mana directly into their brains, allowing the aura to expand throughout their entire body, flowing directly from the top of their heads. The spell takes one post to charge, and is cast on the users next turn. The aura will take a very liquid-like appearance while this spell is cast, flowing downwards over the body in a smooth, gentle motion. The aura will glow lightly, being slightly visible in direct light, but bright enough to glow during the darkness. With the aura up, it increases a being's reflexes and overall agility. The aura will make a person feel extremely awake and alert, and increase their visual perception slightly. This aura will last for a period of four posts, and can be upheld for another four by charging it with mana (expending the cost to bring it up over again). 

Taught by: Ambrose

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Mana Beacon: This spell is cast by concentrating on one's mind and projecting mana outwards like a sudden flash of light. Although this does not produce any visual effects, it sends a beacon-like pulse of mana outwards from ones body which can be picked up an interpreted by other mages who have learned this spell. It does not convey any message, rather a simple alarm. This can be used to send a cry for help to people within a set area of your character (typically only works within the same chatroom, but logic still applies. If you're both in the free lands, but one of you is up in the mountains and the other is underground, you're probably not going to get each others beacons)

Taught by: X

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Spirit Beacon: Rather than projecting one's mana from the mind in a pulse, this requires focus to be gathered to one's very core of being until released into the world around them. It scatters outward in a pulse like Mana Beacon, but is targeted specifically at Faith Mages, Necromancers and Spiritualists, intended to only be sensed by mages who follow those trees. While it opens up the possibility of being detected over a vaster distance (still within the same chat but a considerably larger range, with some very specific exceptions), it also offers the opportunity to warn aforementioned mages that a spirit may be disconnected from the body (recently or will be soon) and will require a guide back for revival. Upon reaching Expert Mage, focusing on this spell as it is being cast will allow the caster to choose which specific type of previously listed mage (Faith, Necromancer, Spiritualist) they desire to be able to sense their beacon.

Taught by: X (Original Class)

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