Character Creation:

Magic:

This is the Spirit Magic version of many of the spells that Basic had. This means that the magic used is spirit infused compared to the other types of magic. A mage that wants to learn Basic Magic and Spirit Magic should not try to cast the two at the same time unless they want to cause explosive magic (get it?).

The list here will be constantly updated throughout the RPG, so if you want to hold onto points that is also fine (note that you will be given more points with every level up).


Basic Spirit Magic Magic Part I (Intelligence 5):

This teaches Spirit Magic Fire and Earth. This magic is infused with spirit energy. [Costs 1 Class Point]

Basic Spirit Magic Magic Part II (Intelligence 5):

This teaches Spirit Magic Wind and Water. This magic is infused with spirit energy. [Costs 1 Class Point]

Basic Spirit Magic Magic Part III (Intelligence 5):

This teaches Spirit Magic Lightning and Ice Magic. This magic is infused with spirit energy. [Costs 1 Class Point]

Basic Spirit Magic Part IV (Intelligence 5):

This teaches Spirit Magic Holy and Dark. This magic is infused with spirit energy. [Costs 1 Class Point]


Advanced Spirit Magic Part I (Intelligence 10):

This teaches Advanced Spirit Fire Magic - granting Fire Circle [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part II (Intelligence 10):

This teaches Advanced Spirit Earth Magic - Earth Hands [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part III (Intelligence 10):

This teaches Advanced Spirit Wind Magic - granting Wind Cutter [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part IV (Intelligence 10):

This teaches Advanced Spirit Water Magic - granting Complete Heal [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part V (Intelligence 10):

This teaches Advanced Spirit Lightning Magic - granting Plasma Bolt [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part VI (Intelligence 10):

This teaches Advanced Spirit Ice Magic - granting Cold Circle [Costs 2 Class Point - must have basic]

Advanced Spirit Magic Part VII (Intelligence 15):

This teaches Advanced Spirit Holy Magic - Holy Heal (Heals Status effects) [Costs 3 Class Point - must have basic]

Advanced Spirit Magic Part VIII (Intelligence 15):

This teaches Advanced Spirit Dark Magic - granting Shadow Banishment (removes low level enemeis) [Costs 3 Class Point - must have basic]


Advanced Water Healing Magic (Intelligence 10):

Restores caster and grants a regen effect on them so that they constantly healing themselves. [Costs 2 Class Point - needs advanced spirit water magic]

Ressurection Water Magic (Intelligence 10):

Can revive a person to 1 HP. [Costs 5 Class Point, needs advanced spirit water magic.]

Group Water Healing Magic (Intelligence 10):

This does group healing. [Costs 3 Class Point, needs advanced spirit water magic]


Water Status Ailmemt Magic (Intelligence 5):

Cures most known ailments. [Costs 3 Class Point]

Water Group Status Ailment Magic (Intelligence 10):

Cures the entire group of most ailments. [Costs 3 Class Point - needs basic]


Spirit Elemental Boost (Intelligence 15):

The Spirit Magik can boost whatever element chooses to use, much like buff magic, doubling the effects of magic damage. [Costs 2 Class Point - must have advanced elemental magic]

Summoni Boost (Intelligence 20):

A spirit of whatever elemental is needed to boost the elemental damage to do quad damage. [Costs 3 Class Point - needs Spirit Elemental Boost]


Spirit Magik Detection (Intelligence 10):

This allows you to sense areas with both spirit energy and those casting spirit magik, even at great distances. [Costs 1 Class Point]


Spirit Weapon (Intelligence 15):

This allows you to call forth an spirit elemental of your choosing to infuse it with magik energy/spirit energy to make it stronger. [Costs 1 Class Point - must have advanced elemental magic]


Spirit Ultimate Magik (Intelligence 25):

You can learn the ultimate version of whatever elemental spirit of your choosing's magik. Aka, Sylph's hurricane level spirit magiks. [Costs 5 Class Point - must have advanced elemental magic version learned]


Spirit Nature (Intelligence 10):

This magic allows one to coax nature to listen to the Magi, especially if you have the basic spirit elemental magic to go along with it. This allows you to soothe nature and get it to listen to you, calm the weather, and so much more without always needing the spirits present due to having their magik with you. [Costs 1 Class Point - basic learned]


Round 2

Animal Friend (Intelligence 15, Charisma 10):

This allows one to make friends with nature and the animals that are part of it easier. While you do not make companions of them, you can get them to do stuff for you as long as it does not go against their best interest. [Costs 3 Class Point - Spirit Nature]

Monster Repel (Intelligence 15, Charisma 10):

This only repels low grade monsters, making it so they do not wish to fight you. [Costs 3 Class Point - Spirit Nature]

Monster Friend (Intelligence 20, Charisma 15):

You have a chance to get a low grade monster to be your friend and aid you; it does not necessarily mean they will do anything that will go against their best interest however. [Costs 5 Class Point - Animal Friend and Monster Repel]


Charm Person (Intelligence 20, Charisma 10):

You can charm a person for a very brief time to obey you, putting them in a sort of Lilin lust like state. [Costs 5 Class Point]


Clairvoyance (Intelligence 15):

This spell can be used to try to detect the true nature of an spirit object or spirit for insight. [Costs 3 Class Point]


Spirit Copy (Intelligence 30):

This allows one to tap into Spirit Magik to create a copy of themselves much like the spirits do. This copy can be used as the real deal if the user transfers their true essence into it, or it can simply be used as a copy then have that copy rejoin their real self to attain it's memories into their own. [Costs 10 Class Point]


Counter Spell (Intelligence 20):

When facing against other Magi, if they are about to cast a spell or type of spell that you simply do not have a counter to, you can cast this a last minute defense to counter attack their spell. It has 3 uses. [Costs 5 Class Point]


Detect Ailments (Intelligence 5):

This allows one to detect if a person is evil or good. The only problem is if the person does not think they are good or evil, it might fail. [Costs 1 Class Point]


Spirit Magic Boost (Intelligence 25):

Increase your max overall Intelligence by 5 points. [Costs 5 Class Point]


 

 

 

 

 

 

 

 

 

 

 

 
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