Prime

Tareh

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Previous TAWs

Once you meet the Angel and gain access to her magic, your character will gain a separate leveling system for Magic. You level up magic in two ways: using spells is the first way. Each time you use your magic, you will gain some experience in your Magic category that the GM keeps track of. The second way is how your character treats and interacts with the Angel and the other teammates. The Angel's feelings influences how much Magic she gives you. So if you treat her badly, you will gain less experience for your Magic level.

Now that there are multiple spells, certain combinations of spells will create new spells that have more devastating effects; also, once the spell is discovered, it will appear below in Combination Magic and can be bought so that it won't take up as much MP as it would cost casting two spells. A user can even turn back in the points for a previous spell that was used in the combination to go toward buying the new spell though it will then result in the lost of that individual spell. You must have owned both spells at some point before buying the combination spell.

Angel Magik Level Ups are granted to you at random intervals and are judged by various factors. This list will increase at times throughout the RPG until it's no longer needed by players due to their own imagination due to the other rule sets, as this is a relic of the first system.

 

Wind Magic:

Gale Burst Lv. 1: Your character is capable of performing a basic gale attack against their opponents, which will knock one or two people off balance without causing much injury. This uses up a little energy magic. Prerequisite: Access to Wind Magic / Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Gale Burst Lv. 2: Your character is capable of performing a moderate gale attack against their opponents, capable of knocking up to five people off balance and scattering them without causing much injury. This uses up a little energy magic. Prerequisite: Gale Burst Lv. 1 Maxed Out / Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Gale Burst Lv. 3: Your character is capable of performing an advanced gale attack against their opponents, capable of knocking up to five people off balance and causing injuries to them and damaging weak armor. This uses up a moderate amount of energy magic. Prerequisite: Gale Burst Lv. 2 Maxed Out / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Gale Storm: A special energy attack, your character is capable of performing a massive surge of wind magic against a single opponent which is capable of large amounts of damage and knocking them away from the character. This uses up no magic energy, but can only be performed when the GM lets you know when your character is capable of using it again. Prerequisite: Gale Burst Lv. 3 Maxed Out / Angel Magik Level 2 (Mana Cost: 200) / Cost: 3 Levels

Tornado: Your character can use their magic to perform a tornado like attack on enemies, designed specifically for causing damage and tossing their weapons around if they're too weak to hold on. It is stronger than Gale Burst Lv. 3 but is designed to target only two enemies at most. It uses a moderate amount of energy magic. Prerequisite: Access to Wind Magic /Angel Magik Level 2 (Mana Cost: 100) / Cost: 2 Levels

Tornado Storm: A special energy attack, your character is capable of performing a massive tornado surge on two targets which deals massive amounts of damage to them. It will also knock away weapons from moderately strong opponents. This uses up no magic energy, but can only be performed when the GM lets you know when your character is capable of using it again. Prerequisite: Tornado Maxed Out / Angel Magik Level 3 (Mana Cost: 250) / Cost: 2 Levels

Wind Retrieval: Your character can use a wind spell to bring an object out of range to themselves. The effectiveness depends on the size of the object your character tries to pull toward it. Prerequisite: Access to Wind Magic / Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Wind Jump: Your character can use wind to boost their jumping abilities to help them leap distances not able to be normally reached. The limit is able to jump to a second floor of a building. Prerequisite: Access to Wind Magic / Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Wind Shield Lv. 1: Your character can activate their wind magic to project a barrier of wind around themselves that will aid in causing enemy's weapons in missing if the enemy is weak. It will also soften the damage done by other magic attacks by 1/4th. It uses a small sum of energy magic. Prerequisite: Access to Wind Magic / Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Wind Shield Lv. 2: Your character can activate their wind magic to project a barrier of wind around themselves that will in aid in causing enemy weapon to miss and do less damage if they are successful in connecting. It will also soften the damage done by other magic attacks by 1/2th. It uses a moderate sum of energy magic. Prerequisite: Wind Shield Lv. 1 / Angel Magik Level 2 (Mana Cost: 100) / Cost: 1 Level

Wind Barrier: A special energy attack, your character creates a barrier of wind magic that will leave them invulnerable for a short amount of time from all attacks - and even prevent most normal bosses from damaging them. It is hard to say the level of effectiveness against Gods, though. It uses no energy magic, but can only be performed when the GM lets the player know the special energy bar is refilled. Prerequisite: Wind Shield Lv. 2 / Angel Magik Level 2 (Mana Cost: 200) / Cost: 3 Levels

 

Earth Magic:

Earth Spike Lv. 1: Your character is capable of performing a basic earth attack against their opponents, which will knock one or two people off balance without causing much injury. This uses up a little energy magic. Prerequisite: Magik Attack 1 and Access to Earth Magic / Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Earth Spike Lv. 2: Your character is capable of performing a moderate earth attack against their opponents, capable of knocking up to five people off balance and scattering them without causing much injury. This uses up a little energy magic. Prerequisite: Earth Spike Lv. 1 Maxed Out / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Earth Projectile Lv. 1: Your character is capable of throwing chunks of rock at an enemy and inflecting damage upon them. This uses up little enegy magic. Prerequisite: Access to Earth Magic / Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Earth Projectile Lv. 2: Your character is capable of throwing larger sized rocks at an enemy, including forming them into spikes to impale them. This uses up moderate energy magic. Prerequisite: Earth Projectile Lv. 1 Maxed Out / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Earth Impalement: Your character can throw a large shaped spiked rock at an enemy and impale them with the force of mighty gods. This attack is designed to try to kill your opponent if their Magik Defense is lower than 5. Prerequisite: Earth Projectile 2 Maxed Out / Angel Magik Level 1 (Mana Cost: 200) / Cost: 3 Levels

Earth Crunch: Your character is capable of performing a moderate earth attack that causes the ground to grab a limb of a person (depending on what limb is touching the ground) and encase it in the land and squeeze. This is capable of damaging armor and bone. Prerequisite: Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Earth Coffin: A special energy attack, your character is capable of performing a deadly encasing of a person with the ground and crunching them with it. This attack is designed to kill if the person's Magik Defense is lower than 4. Prerequisite: Earth Crunch Maxed out and Angel Mark Lv.2 / Angel Magik Level 2 (Mana Cost: 500) / Cost: 3 Levels

Earth Divide: You can use your magic to cause the earth to crack open and cause a divide. The more points you add into this spell, the more the earth will split open and the deeper it will be. This can stop advancing armies from reaching you. Prerequisite: Angel Magik Level 2 (Mana Cost: 100) / Cost: 2 Levels

Earth Step: If the terrain is smooth enough, you can use your magic to raise the ground underneath you and your allies to help reach higher terrain or unreachable places. Prerequisite: Access to Earth Magic/ Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Earth Armor: Your character can use the ground to attach to their body and provide a layer of 'armor' to protect them in a battle. Prerequisite: Access to Earth Magic/ Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Earth Shield Lv. 1: Your character can cause the earth to lift up in front of them and take damage from other magic or incoming projecticles. Prerequisite: Access to Earth Magic / Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Earth Shield Lv. 2: Your character can cause the earth to lift up in front of the entire team and take the damage of incoming magic and projecticles. Prerequisite: Earth Shield Lv. 1 Maxed Out/ Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Quagmire: Turns an area of ground or earthen material into sand that makes for difficult movement, effectively slowing targets affected and reducing their useful speed and reflexes. The more points added, the larger the area and shiftyier the sand will become. Prerequisite: Angel Magik Level 2 (Mana Cost: 100) / Cost: 2 Levels

 

Fire Magic:

Fireball Lv. 1: Your character can launch a ball of fire at an enemy to attempt to burn them. This uses up little energy magic. Prerequisite: Access to Fire Magic / Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Fireball Lv. 2: Your character can launch a bigger ball of fire at an enemy to attempt to burn them. This uses up little energy magic. Prerequisite: Fireball Lv. 1 Maxed Out / Angel Magik Level 1 (Mana Cost: 75) / Cost: 1 Level

Fireball Lv. 3: Your character can launch a large ball of fire at an enemy to attempt to burn them. This uses up little energy magic. This uses up moderate enegy magic. Prerequisite: Fireball Lv.2 Maxed Out/ Angel Magik Level 1 (Mana Cost: 150) / Cost: 2 Levels

Super Fireball: Your character can launch a large ball of fire a great distance at an enemy to set them on fire if their magic defense is too low (or if they don't have a spell to counter it). This attack is designed to destroy an enemy to cinder from a far distance. The better your range stat skill is, the better your aim will be. Prerequisite: Fireball Lv. 3 Maxed Out / Angel Magik Level 1 (Mana Cost: 300) / Cost: 3 Levels

Flame Thrower: Your character can unleash a wave of fire a short distance at multiple enemies to keep them away from their body. Prerequisite: Angel Magik Level 1 (Mana Cost: 150) / Cost: 2 Levels

Inferno: Your character can unleash the full range of their magic energy into a blazing inferno that shoots up from a person's feet and engulfs them in a firey tornado of flames that is designed to kill and destroy the target. It takes a lot of MP. Prerequisite: Angel Mark Lv.2 / Angel Magik Level 2 (Mana Cost: 200) / Cost: 2 Levels

Flame Weapon: You can use your magic to engulf a weapon that, if it won't be burned, will attain the fire element and be able to burn enemies along with it's attacks. Prerequisite: Access to Fire Magic / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Flame Invulernability: You can use all your magic energy to engulf your own body with fire and make you immune to any type of fire based element for a short time. However, if you keep this flame around your body for too long, you will slowly be cooked alive. The more magik defense you have, the longer you can withstand it. Prerequisite: Access to Fire Magic/ Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Evaporate: Creates a heatwave capable of turning amounts of water into steam, drying earth or materials. This can have a dire effect on living things as well, and the amount of points put into this skill affect the rate of evaporation and the degree to which objects can be deteriorated by heat. Useful in countering water spells. Note this ability must be completely maxed out to go into effect. Prerequisite: Angel Magik Level 1 (Mana Cost: 50) / Cost: 2 Levels

 

Water Magic:

Water Creation: If inside a building or a dry place where water can't be created from the moisture in the air, or from others', then this spell allows the caster to create the water out of thin air to use and manipulate for other skills. If the air is too dry or the area not suitable for creating water from it, the GM will inform you. If you don't have this spell and the environment is not suitable to creating water from air, it will render most skills below useless. Note this ability must be completely maxed out to go into effect. Prerequisite: Access to Water Magic / Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Water Blast Lvl 1: The caster gathers water to blast their enemies with a torrent of it. This attack deals minor damage but can knock an enemy off their feet. This ability uses less energy if there is a water source nearby to draw water from, allowing the spell to be used without creating water.
Requirements: Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Water Blast Lvl 2: The caster gathers water together and blast their enemies with a torrent of it. This attack deals damage and can knock several enemies off their feet. This ability uses less energy if there is a water source nearby to draw water from, allowing the spell to be used without creating water.
Requirements: Water Blast Level 1 / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Water Blast Lvl 3: The caster gathers water together and blast their enemies with a torrent of it. This attack deals heavy damage and can knock several enemies off their feet. This ability uses less energy if there is a water source nearby to draw water from, allowing the spell to be used without creating water.
Requirements: Water Blast Level 2 / Angel Magik Level 1 (Mana Cost: 200) / Cost: 3 Levels

Water Torrent: A massive wave of water attacks the enemy or group of enemies form multiple sides, dealing heavy damage and knocking them around. This ability uses no magic energy if water is nearby and only a little if there isn't. However it can only be used several times a session when the GM says the ability is available again. This can even make the gods wet and confused. More effective iff the water comes from a source of water nearby, but moister in the air will do as well. Note this ability must be completely maxed out to go into effect.
Requirements: Water Blast Level 3 / Angel Magik Level 2 (Mana Cost: 300) / Cost: 3 Levels

Water Trap: The Water caster has learned to shape and move water however they wish, and can even form needles of water to attack enemies, from water already there. This ability only works if the target has water on them, but if they do, it deals massive damage to them, stabbing them in multiple locations with quickly hardened bursts of water. Note this ability must be completely maxed out to go into effect.
Requirements: Water Blast Lvl 3 / Angel Magik Level 2 (Mana Cost: 350) / Cost: 3 Levels

Waterflow: This ability termporarily makes the caster as malleable as water, any melee attack that would otherwise strike them passes through them without causing any damage, as though they were made of water. This ability can only handle two hits before it dissapates. Note this ability must be completely maxed out to go into effect.
Requirements: Angel Magik Level 1 (Mana Cost: 250) / Cost: 2 Levels

Waterflow Lvl 2: This ability termporarily makes the caster as malleable as water, any melee attack that would otherwise strike them passes through them without causing any damage, as though they were made of water. This ability can only handle four hits before it dissapates. Note this ability must be completely maxed out to go into effect.
Requirements: Waterflow / Angel Magik Level 2 (Mana Cost: 500) / Cost: 2 Levels

Bubble Snap: The caster conjours a bubble of water, it floats wherever the caster wishes, acting as a moveable orb. Anything caught within the bubble is captured inside as if stuck in deep water. The trapped person may breath or not breath according to the caster's wishes. The trapped person may attempt to swim out of it as though they were in deep water. The bubble can be burst either by the caster's choice or by a weapon, if burst, it instantly deals damage to the trapped person, and the water falls over anything it was floating over, soaking it. Note this ability must be completely maxed out to go into effect.
Requirements: Angel Magik Level 2 (Mana Cost: 250) / Cost: 2 Levels

Acid Rain: Skill that showers an area of enemies with a mild water spell intended to weaken defense to attacks and slowly destroy armor if uninhindered or shielded. Angel Magik Level 1 (Mana Cost: 150) / Cost: 2 Levels

Veiling Mist: Creates a mystic fog that makes it difficult to aim properly, except when right next to an opponent. Especially effective on ranged attackers. Lowers accuracy of all affected unless they can function on senses other than sight. . Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Effervescense: Splits the oxygen out of fresh or saltwater the caster is in so that he or she may breathe as it were clean air. Doesn't work in putrid water, swamps, or water affected by other means. Angel Magik Level 2 (Mana Cost: 50) / Cost: 1 Level

Geyser: Erupts water from beneath an opponent. A mild water spell that attempts to toss enemies over its small effect.. Angel Magik Level 1 (Mana Cost: 75) / Cost: 2 Levels

Water Blade: Embues weapons that can handle it with sheet of water. Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

 

 

Ice Magic:

Ice Shard Lvl 1: Creates a shard of ice which is then fired as a projectile at the enemy. Causing piercing damage when it hits and shattering for extra damage. Prequisite: Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Ice Shard Lvl 2: Creates one large shard or three smaller shards, which are then fired at up to three targets. Causes strong piercing damage when they hit, shattering for extra damage. Prerequisite: Ice Shard Lv. 1 / Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Ice Shard Lv. 3: Creates two large shards or five smallrs shards, which can be flung at an enemy to impale them again an object if they do not have enough magick defense. Prerequisite: Ice Shard Lv. 2 / Angel Magik Level 2 (Mana Cost: 200) / Cost: 2 Levels

Ice Impalement: This ice attack can strike through high tier armor up to 9 and injure through the enemy despite the rest of the armor being alright; this will cause internal damage if their magick defense is low. Note this ability must be completely maxed out before it goes into effect. Prerequisite: Ice Shard Lv. 3 / Angel Magik Level 3 (Mana Cost: 350) / Cost: 3 Levels

Ice Rain: This calls forth tiny shards of ice from the sky to needle the enemy's head from above, blind their vision, and damage their armor from the top. This slows the enemy down due to the ice freezing on the armor. Angel Magik Level 1 (Mana Cost: 150) / Cost: 2 Levels

Blizzard: Calls multiple ice shards down from above to rain down pain on a target. Will also flash freeze the area it lands on, causing the ground to become slippery and dangerous. If the target has low magick defense, it will kill them. Note this ability must be completely maxed out before it goes into effect. Prerequisite: Ice Rain / Angel Magik Level 2 (Mana Cost: 350) / Cost: 3 Levels

Ice Shield: Creates a shield of ice, absorbing fire and lightning damage but will melt after cancelling either form of attack. It can also prevent a single physical attack from striking it's holder before cracking and becoming useless. Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Ice Shield Lv. 2: Creates a shield of ice, absorbing fire and lightning damage but will melt after cancelling either form of attack twice. It can also prevent a single physical attack from striking it's holder before cracking and becoming useless. Prerequisite: Ice Shield / Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Winter's Chill: Drastically drops the surrounding temperature, freezing water and draining the stamina of anyone caught within the chill, except for the caster, who remains immune to this particular chill. While a medium draining spell, the more times cast in a row, the more stamina is drained.Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Stasis: A flexible spell that to the untrained can seem like a time-manipulation. Ice magic is channeled and severely lowers ambient temperatures. Those caught in its effects move sluggishly and respond with less finesse as their functions become afflicted with lethargy. Defensively the spell can be used to slow the effects of poison, water spells and other afflictions-- however it makes areas and targets more susceptible to fire and wind effects. The more points, the more effective. Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Ice Barrier: Creates a wall of ice, either small enough to cover one person and able to absorb all sorts of damage, or large and wide enough to cut off a large force, but capable of being battered down. Angel Magik Level 1 (Mana Cost: 250) / Cost: 2 Levels

Ice Slide: Creates a trail of ice for the user to slide down to cover ground more quickly; this will work in most areas where it isn't too hot. In colder areas, the slide trail will go further for less magic. Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Ice Climb: This creates nooks of ice on walls for the user to climb (provided they have gloves or protective magic [see below]). This will allow them to climb up quickly, and then shatter their holds so pursuers cannot follow. You will need wall climb to use this skill. Prerequisite: Wall Climb Maxed Out / Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

Ice Hands Practical: This surrounds your hands in a type of ice that doesn't hurt them or freeze, and allows you to be unaffected by cold objects - or very briefly fire. So if you drop something into a fire, this will let you grab it, or if you want to use Ice Climb without gloves, this will make your hands immune to the cold.Angel Magik Level 1 (Mana Cost: 25) / Cost: 1 Level

Ice Hands Offensive: This surrounds your hands in a chunk of spikey ice that will aid your hand to hand damage; when you strike someone, you will do more damage. This will slowly chip away your iced hands until it shatters and becomes useless. It takes low mana to use, so you can use repeatedly if need be, but the more times used in a fight, the quicker it will shatter. Prerequisite: Ice Hands Practical / Angel Magik Level 1 (Mana Cost: 75) / Cost: 1 Level


Ice Blade: Creates a sword of pure ice, causing slashing and ice damage to anyone hit with it. The sword does not wear out through simple use like an icicle normally might, but it can still be shattered or destroyed as if it were a natural blade. Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Freeze: This allows you to freeze a target in ice briefly; this eats up a medium amount of mana This is good for crowd control against multiple enemies and you need to disable one quickly. If you strike the target hard enough while frozen, it will be an instant death. Angel Magik Level 1 (Mana Cost: 300) / Cost: 2 Levels

Frozen: This allows you to freeze a target in ice longer; this eats up a large amount of mana and can only be used so often in a session. This is good for a major opponent and you need to freeze them temporarily for some reason. If you strike the target enough, depending on their stamina/health, they can be instant killed. Note: this ability must be completely maxed out to go into effect. Prerequisite: Freeze / Angel Magik Level 2 (Mana Cost: 550) / Cost: 3 Levels

 

Lightning Magik:

Flashbomb: A sudden burst of electricity blinds anyone in the area the flashbomb is cast, and the sudden loud cracking sound of the shock deafens them as well. The effects of this last temporarily, but can stun enemies with low stamina and makes them highly vulnerable. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 100) / Cost: 2 Levels

Static Armor: The caster or target is covered in a faint electrical field, the static field provides a small amount of Magik Defense and shocks anyone who physically attacks the person benefiting from this spell. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 150) / Cost: 2 Levels

Lightning Blade: This spell imbues a weapon with the Lightning Element, dealing shocking damage with it's strikes. The weapon touched is covered in a sheath of crackling lightning which does not hurt the wielder. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Thundering Blade: This spell imbues a weapon with the clapping power of thunder, dealing extra damage when it strikes as though the force of lightning clashing. Enemies who have low stamina and are struck by a thundering weapon go temporarily deaf due to the intensity of the strike's sound reverberating in their heads. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Thunder Recharge: This spell lets you channel Lightning Magik in a trickle into Ancient Devices, allowing you to recharge them and refill their power to maximum after the cast is complete. This rudimentary charge takes time and energy to complete, but when it is done, your Ancient Device operates as though it as full power till it's battery dies again. Note: this ability must be completely maxed out to go into effect. Prerequisites: Angel Magik Level 1 (Mana Cost: 300) / Cost: 1 Level

Empowering Field: This spell creates a 15 x 15 foot area where any Ancient Devices within it recharge automatically. This takes the same amount of time as a Recharge spell, but less energy as you can charge multiple items at the same time, the field lasts for an hour after being cast and the caster does not have to maintain it after it has been laid out, however, if the caster wishes to end the field early for some reason, they must expend extra energy to do so. Note: this ability must be completely maxed out to go into effect. Prerequisites: Thunder Recharge Maxed Out / Angel Magik Level 2 (Mana Cost: 400) / Cost: 2 Levels

Lightning: This spell creates a bolt of lightning to attack enemies with. The bolt hits a single target for damage, shocking them and stunning them at the same time depending on their stamina and health. This bolt can be directed at a target, or effect multiple ones if given a medium (such as metal or water) to channel through. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Chain Lightning: This spell creates a bolt of lightning which arcs from target to target, shocking multiple enemies if they are close by one another. The chain can be guided by the caster, preventing people who are not enemies from getting shocked, however, if a target that is shocked is holding or touching another target, they will be shocked as well without any direction. This spells damage and stun effects mimic the Lightning Spell. Note: this ability must be completely maxed out to go into effect. Prerequisites: Lightning Maxed Out / Angel Magik Level 2 (Mana Cost: 400) / Cost: 3 Levels

Ball Lightning: This spell creates a spinning orb of electricity that is guided by the caster. It can remain stationary or move slowly about as the caster wishes, shocking anyone close by it with Lightning Bolts. The spell takes more energy the longer it is maintained. Note: this ability must be completely maxed out to go into effect. Prerequisites: Lightning Maxed Out / Angel Magik Level 2 (Mana Cost: 300) / Cost: 2 Levels

Storm Hammer: This spell creates a giant lightning blast from the heavens, striking it's target, or a group of targets for massive damage, shocking and causing it's targets to also be stunned momentarily. This is a potent magik strike which can even shock the gods. Note: this ability must be completely maxed out to go into effect. Prerequisites: Ball Lighting & Chain Lightning Maxed Out / Angel Magik Level 3 (Mana Cost: 600) / Cost: 4 Levels

Shocking Grasp: This spell imbues the caster's hands with electrical energy, allowing them to strike with lightning damage in hand to hand fighting, or to instantly shock a touched person, the instant shock does not cause damage, but can stun or knock out an opponent. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Grounding: By creating multiple negative charges about themselves, the caster can create a shield that specifically protects them from Lighting Magik and Electrical Shock. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 50) / Cost: 1 Level

 

Dark Magik:

(you must have Angel Mark Lv. 5 to use this)

Blind: This spell causes an enemy with low Magik Defense to become temporarily blinded so they cannot see anything. This does not affect their hearing, however, so be wary. The more points added into this skill, the longer the effect lasts and the more it blinds them. Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Darkness: This spell causes an area effect spell where everything grows dark for those within it; within the darkness, they cannot see anything, but the problem with this is that it affects allies as well as enemies, if they are within the targetted area. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 200) / Cost: 2 Levels

Soul: This spell causes an the caster to look into the soul of the being before them, telling them information on them about the following: if they are good, or evil, if they have killed people and if so how many, and their stats. It does not tell them their magik stats, but it does tell them if they can use magik. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 1 (Mana Cost: 100) / Cost: 3 Levels

Soul Drain: This spell causes an the caster to drain the life force from the the soul of the being before them. The more levels placed into this skill, the more life force they can drain to restore wounds on their own body, or on another's that they direct the life force toward. They cannot drain all of the life force, however, just a partial bit, depending on how many levels are placed into this skill. Angel Magik Level 2 (Mana Cost: 300) / Cost: 5 Levels (accessed at 1 level)

Soul Control: This spell causes an the caster to take control of the target's soul if they have 30 Magik Offense greater than the target's Magik Defense. Once they have control of their soul, they can do these things: make them obey them for a short amount of time in everything but harming themselves directly or indirectly, work on their soul at a basic level to try to change their basic nature from good to evil or vice versa, and if the person is planning to work long term on their target they can implant some of themselves into the soul of the target to work at slowly corrupting the target. Note: this ability must be completely maxed out to go into effect. Prerequisites: Soul Drain Maxed Out / Angel Magik Level 3 (Mana Cost: 500) / Cost: 5 Levels

Soul Death: This spell causes an the caster to attempt to destroy the soul of the being before them, ending their life immediately. They have to have their Magik Offense higher than 60 compared to the target's Magik Defense. The drawback of this spell is that the person's thoughts and being passes into the caster and becomes part of them, for better or worse. Note: this ability must be completely maxed out to go into effect. Prerequisites: Soul Control Maxed Out / Angel Magik Level 5 (Mana Cost: 800) / Cost: 5 Levels

Tenty Summon: This summons the friendly hentai tentacle Tenty from beyond the void. Tenty and his siblings enjoy very much to rape women they are directed into; they do it lovingly. Seriously, who out of you would get this one? Note: this ability must be completely maxed out to go into effect. Prerequisites: Summon Maxed Out / Angel Magik Level 1 (Mana Cost: 100) / Cost: 1 Level

Dark Blast: Gathering the darkness from the area around you, this spell works best when in the complete darkness, though it will still work in varying degrees of dark areas; the darker the more powerful the damage however. By gathering the darkness around you into your hands, you are able to launch it and manipulate it through the shadows of the area to hit your target from whatever angle you want as long as it comes from the shadows. The more points placed into this skill, the faster you can gather and strike. Angel Magik Level 1 (Mana Cost: 150) / Cost: 3 Levels

Shadow Strike: Using the shadows around you, you are capable of striking out directly from the shadows themselves without wasting time gathering the darkness to your hands first. This allows you to hit harder and to do more things; for example, you can have the shadows themselves attack the person, dragging them about, lifting them. The limitations are your own imagination. Note: this ability must be completely maxed out to go into effect. Prerequisites: Dark Blast Maxed Out / Angel Magik Level 2 (Mana Cost: 300) / Cost: 3 Levels

Dark Tendrils: The ultimate form of using the shadows, this allows you to create tendrils of shadows that can do more than even your imagination in the skill Shadow Strike; by creating tendrils, you can use them to form powerful slivers of darkness that can slice and and cut through thick metals up to Tier 8 Armor. It can also be used in other, less deadly ways such as allowing you to climb walls such as Dr. Ocotopus. The advantage here is that you do not need shadows present to use this skill like Dark Blast and Shadow Strike. Note: this ability must be completely maxed out to go into effect. Prerequisites: Shadow Strike Maxed Out / Angel Magik Level 2 (Mana Cost: 400) / Cost: 4 Levels

Dark Bomb: Another path for the Dark Blast, this allows the user to gather the darkness to their hands and once finished, you unleash it underneath the target regardless of shadows for a powerful blast of dark energy that engulfs them momentarily - able to strike up to 3 people at once - and cause massive damage depending on their Magik Defense. If this is used on Holy elemental people, it will hurt them - badly. The more points placed into this skill, the stronger the engulfing damage will become. Prerequisites: Dark Blast Maxed Out / Angel Magik Level 2 (Mana Cost: 250) / Cost: 4 Levels

Black Hole: This is the ultimate form of the Dark Bomb: after gathering all the darkness to your hands that you can possiblely handle, you unleash it on 1-3 targets. The longer you gather the darkness, the more powerful this attack will be - so gather it wisely when you think you won't be struck by enemies. Once unleashed on the targets, it tears the fabric of reality around them and begins to pull them through. Only the most powerful of opponents will not be sucked in, but even those who are not sucked in will be damaged by the deadly energy the Black Hole will emit on them, so it can even damage bosses that it won't instant kill. Note: this ability must be completely maxed out to go into effect. Prerequisites: Dark Bomb Maxed Out / Angel Magik Level 2 (Mana Cost: 500) / Cost: 7 Levels

 

Holy Magik:

(you must have Angel Mark Lv. 6)

Heal: A simple heal spell, this mends some wounds but doesn't fix internal damage. This allows a person to stop from bleeding out so quickly. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 3 (Mana Cost: 300) / Cost: 3 Levels

Cure: A simple cure spell, this cleans the body of simple toxins. This allows a person to slow or stop poisoning. Note: this ability must be completely maxed out to go into effect. Angel Magik Level3 (Mana Cost: 300) / Cost: 3 Levels

Holy Lv. 1: A magical burst of holy forms in front of a target and can be cast from 20 meters away. It's a small ball of holy magik that explodes outward in all directions up to 5 meters. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 2 (Mana Cost: 200) / Cost: 2 Levels

Holy Lv. 2: A magical burst of holy forms in front of a target and can be cast from 20 meters away. It's a medium ball of holy magik that explodes outward in all directions up to 10 meters. Note: this ability must be completely maxed out to go into effect. Prerequisites: Holy Lv. 1 / Angel Magik Level 2 (Mana Cost: 350) / Cost: 4 Levels

Holy Light: A dangerous burst of holy magik, this ball can be cast from 25 meters away and explodes outward up to 20 meters. It's holy properties are intensified for deadly damage. Note: this ability must be completely maxed out to go into effect. Prerequisites: Holy Lv. 2 / Angel Magik Level 2 (Mana Cost: 500) / Cost: 6 Levels

Holy Will: If you have good intentions, this spell will allow you to dominate a person's mind to benefit them. It will only work if they have 25 mind lower than your own. The more points you place into this skill, the more often it will work. Angel Magik Level 2 (Mana Cost: 500) / Cost: 6 Levels

Holy Pillar: A pillar of holy energy rises from the ground under a target and knocks them into the air, damaging them on the pillar. Angel Magik Level 3 (Mana Cost: 300) / Cost: 3 Levels

Holy Weapon: This allows the user to create a weapon of their choice made of pure holy energy. If it's a ranged weapon, the holy properties of the launched item will decrease and vanish the further the distance it has to travel. The Holy Weapon can be wielded for a short time, depending on how many points are placed into this skill. Angel Magik Level 3 (Mana Cost: 200) / Cost: 3 Levels

Holy Barrier: This allows the user to create a barrier about themselves for a small amount of time, made of holy properties. It will damage anyone who touches it. The person can opt one of two routes. The first is for every level, the duration will increase. The second is for every level, the more people they can protect. It can be varied, but has to be noted. Angel Magik Level 5 (Mana Cost: 500) / Cost: 10 Level Max (Begins at Level 1)

Dispel: This spell can dispel certain magical properties or illusions. Especially if they are dark elemental. Note: this ability must be completely maxed out to go into effect. Angel Magik Level 2 (Mana Cost: 200) / Cost: 3 Levels

Light: A simple light orb, it allows a user to see in the dark. Angel Magik Level 2 (Mana Cost: 100) / Cost: 1 Level

Combination Magic:

Gale Inferno: This magic is an inferno that is spread by a small burst of gale that strikes two people and knocks them over as they burn, so they take longer to stand up and put it out. This magic uses both Inferno and Tornado to create. It uses a moderate amount of MP, but not as much as casting two spells to use it. This must be completely maxed out to go into effect. Once learned can turn in points from original spells but will lose ability to cast them individually if done.Prerequisite: Inferno and Tornado / Angel Magik Level 2 (Mana Cost: 300)

Blazing Inferno: This magic is a swirling blaze of fire that is spread around by the wind and increases it's diameter greatly, burning in a larger area to consume more people than a plain Inferno spell would. Instead of hitting only one target, it strikes three. This magic uses both Inferno and Gale Storm to create. It can only be used so many times per session. This must be completely maxed out to go into effect. Once learned can turn in points from original spells but will lose ability to cast them individually if done. Prerequisite: Inferno and Gale Storm / Angel Magik Level 3 (Mana Cost: 400)

 

 
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