Class of Magic
Summoner – This Class is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this Class are known as Summoners. (Summons magical creatures and weapons.)
Novice (level 1 to 10)
Summon Familiar
Summon a Familiar to fight at your side. A Familiar is a weak magical companion and not very smart. It can have the form of an Elemental or an animal.
Novice (level 1 to 10)
Summon Fire Elemental
Summon a Fire Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50
Novice (level 1 to 10)
Summon Flaming Familiar
Summon a Flaming Familiar which explodes when it comes in contact with a target, giving 25 damage.
Novice (level 1 to 10)
Summon Ice Elemental
Summon an Ice Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50
Novice (level 1 to 10)
Summon Freezing Familiar
Summon a Freezing Familiar which explodes when it comes in contact with a target, giving 25 frost damage.
Apprentice (level 11 to 25)
Summon Sword
Create a magical sword for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).
Apprentice (level 11 to 25)
Summon Battleaxe
Create a magical battleaxe for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).
Apprentice (level 11 to 25)
Summon Bow
Create a magical bow for 120 minutes. You will receive an infinite amount of arrows for the duration of this Spell.
Adept (level 26 to 50)
Summon Familiar Shadow
Summon a strong Familiar to fight at your side for 60 minutes. It can have the form of an Elemental or an animal.
Adept (level 26 to 50)
Summon Frost Elemental
Summon a Frost Elemental with Magic – 100, Health – 100, Stamina – 100 for 60 minutes.
Adept (level 26 to 50)
Banish Old Elemental
Banishes weaker Old Elemental to the oblivion. This Spell works on Elemental of 100 Magic and Old Elemental of 50 Magic or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.
Expert (level 51 to 75)
Expel Old Elemental
Banish powerful Old Elemental to the Oblivion. This Spell works on Elemental and Old Elemental of level 20 or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.
Expert (level 51 to 75)
Summon Storm Elemental
Summon an Old Elemental with Magic – 150, Health – 150, Stamina – 150 for 60 minutes.
Master (level 76 to 100)
Storm Force
Summon a Storm Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast. Remember to point at a correct spot on the ground to ensure that the Elemental will appear.
Master (level 76 to 100)
Flame Force
Summon a Fire Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast.
Master (level 76 to 100)
Frost Force
Summon a Frost Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast.
Class of Magic
Evocation - This Class pertains to creating matter and energy, called up out of nothing. Destructive energy with which to attack is also an evocation. Mages who specialize in this Class are known as Evokers. (Offensive elemental magic such as fire, frost, and shock.)
Novice (level 1 to 10)
Fire Rune
Places a Magical Fire Rune on the ground that activates if someone gets closer and deals 50 fire damage. An effective method of injuring your opponents. If you trigger it, you receive damage.
Novice (level 1 to 10)
Fire Bolt
Attack the target with fire damage that takes 25 health points. You can dual cast it to increase its effectiveness.
Novice (level 1 to 10)
Frost Rune
Places a Magical Freezing Rune on the ground that activates if someone gets closer and deals 50 frost damage. An effective method of injuring your opponents. If you trigger it, you receive damage.
Novice (level 1 to 10)
Ice Spike
Attack the target with frost damage that takes 25 health points. You can dual cast it to increase its effectiveness.
Novice (level 1 to 10)
Lightning Rune
Places a Magical Electrical Rune on the ground that activates if someone gets closer and deals 50 electric damage. An effective method of injuring your opponents. If you trigger it, you receive damage.
Novice (level 1 to 10)
Lightning Bolt
Attack the target with electric damage that takes 25 health points. You can dual cast it to increase its effectiveness.
Apprentice (level 11 to 25)
Flames
Attacking the target with fire damage that takes away 10 health points and 10 stamina points.
Apprentice (level 11 to 25)
Frost Bite
Attacking the target with frost damage that takes away 10 health points and 10 stamina points per second.
Apprentice (level 11 to 25)
Sparks
Attacking the target with electric damage that takes away 10 health points and 10 mana points per second.
Adept (level 26 to 50)
Fire Ball
Dealing 60 fire damage to a target (more if the target is already on fire).
Adept (level 26 to 50)
Ice Storm
Creating a frost whirlwind which takes away 40 health points and 40 stamina points per second.
Expert (level 51 to 75)
Frozen Spear
Creating a frozen spear that attacks with frost damage, taking away 60 health points and 60 stamina points.
Expert (level 51 to 75)
Incinerate
Causing an explosion that inflicts 90 fire damage to everyone standing close to the Mage.
Expert (level 51 to 75)
Thunderbolt
Attacking the target with shock damage that takes away 60 health points and 30 mana points.
Expert (level 51 to 75)
Wall of Fire
Creating a wall of flames that inflicts 50 fire damage per second when touched. Works better when cast in small areas, so that enemies will have hard time finding alternative paths, and they will hit the wall more frequently.
Class of Magic
Enchantment - This Class is focused on affecting the minds of others by influencing or controlling their behaviour. Enchantment is divided into two sub-Classes: compulsion and charm. Charm Spells usually making them act more favourably toward the caster. Compulsion Spells can force the targets’ to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. Mages who specialize in this Class are known as Enchanters. They can also add magical effects to weapons and armour.
Novice (level 1 to 10)
Hidden Charm
Spell that makes a target act more favourably toward the caster. Extremely powerful against Necromancers, because of their shattered minds caused by the continuous use of Necromancy Spells.
Novice (level 1 to 10)
Puppet
Spell that can force a target to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways, like making him see things that aren’t there.
Apprentice (level 11 to 25)
Deep Slumber
Put a target into deep sleep.
Master (level 76 to 100)
Break Spell
Effectively de-spelling any previous cast Spell, cast by a Mage of lower Level.
Master (level 76 to 100)
Mind Eraser
This spell functions as modify memory, except it affects as many as 30 minutes of the target's memories, can implant even illogical memories, which will be accepted as true, regardless of the creature's natural inclinations or intuition. This amnesia can only be removed by a Break Spell cast by a Mage of equal or higher level than the original caster.
Master (level 76 to 100)
Hypnotize
Convince a target to act and behave in a certain way, until the Spell is broken.
Class of Magic
Abjuration – This Class is focused on protective Spells, Spells which cancel or interfere with other Spells, Healing Magic or increased physical abilities. Mages who specialize in this Class are known as Abjurers. (Creation and life force magic. Used for healing and defence.)
Novice (level 1 to 10)
Protect Cover
Increasing the armour rating by 60 points and cancelling up to 60 points of received magic damage. A very important thing you should know about this Spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have.
Novice (level 1 to 10)
Heal
Regenerating 10 points of the target's health per second. This Spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action.
Novice (level 1 to 10)
Painkiller Heal
Regenerating 50 health points. This is a much better Spell than Healing, however you should still focus on unlocking better Spells from this category.
Apprentice (level 11 to 25)
Light Heal
Regenerating 10 health points per second. This is the basic healing Spell available, and you should switch it to something better as soon as you can, because otherwise the healing process will become insufficient for you, and it will take too long.
Adept (level 26 to 50)
Cicatrization
Regenerating 100 health points. This is a much better Spell than two previous ones from this group, however if you want to effectively heal your entire team you should consider using Miracle Heal.
Adept (level 26 to 50)
Deviate
Forces every Magical Attack to return to the Mage that shot it, even if the attack came from his Familiar, Elemental, or Undead.
Expert (level 51 to 75)
Miracle Heal
Regenerating 200 health points of the main character and all other living beings in the immediate area. This is an extremely helpful healing Spell, however you must use it carefully. The main reason is because the Spell heals everyone around you, so if you allow enemies to get closer they may also be healed. As a result it's good to use this Spell after each battle and not when the fights are still taking place.
Expert (level 51 to 75)
Change
Messes with a Spell, making it change into something else.
Expert (level 51 to 75)
Circle of Banishment
Creating a magical circle that forces all the Undead standing inside it to flee. This Spell may come in handy during the fights with the Undead, however you should know that it only works for the monsters on level 20 or lower.
Expert (level 51 to 75)
Fool the Undead
Forcing the Undead on level 21 or lower to flee for 30 minutes. This Spell works on only one targeted creature.
Master (level 76 to 100)
Banish the Undead
Setting the Undead (level 45 or lower) on fire and forcing them to flee for 30 minutes. The Spell itself is very good, especially since most of the Undead have a reduced resistance to fire, so they can receive a lot of damage.
Class of Magic
Illusion – This Class involves the ability to change the appearance of something, by creating a phantasm. Mages who specialize in this Class are known as Illusionists. (Manipulates the mind of the enemy to cause fear or confusion.)
Novice (level 1 to 10)
Calm
Forcing creatures and people on level 9 or lower to stop fighting. This Spell works on only one targeted creature or person.
Novice (level 1 to 10)
Fear
Forcing creatures and people on level 9 or lower to flee. This Spell works on only one targeted creature or person.
Novice (level 1 to 10)
Stealth
Moving silently for 3 minutes. This is an excellent Spell for a thief or an assassin, and you should use it along with Invisibility.
Expert (level 51 to 75)
Invisibility
Becoming invisible for 30 second. This is an excellent Spell for a thief or an assassin. The invisibility stops working if the Spell has ended, if you attacked someone or if you interacted with an object from the environment.
Master (level 76 to 100)
Call to Arms
Increasing the combat skills, health, and stamina of the targeted beings for 10 minutes. This Spell can work on only one targeted being or on an entire group, and obviously it should be cast on allies.
Class of Magic
Necromancy - Necromancy Spells involve death, undeath, and the manipulation of life energy. Mages who specialize in this Class are known as Necromancers.
Novice (level 1 to 10)
Reanimate Corpse
Reanimating a dead body to fight alongside the main character for 60 minutes.
Apprentice (level 11 to 25)
Raise Zombie
Reanimate a weak dead body to obey your orders.
Apprentice (level 11 to 25)
Summon Weak No Soul
Summon a weak No Soul for 60 minutes.
Expert (level 51 to 75)
Command Undead Creatures
Taking control over powerful summoned or raised creatures. You should definitely be interested in this Spell, however it's worth knowing that it can be used to control Old Elementals (including Elementals).
Expert (level 51 to 75)
Summon No Soul Lord
Summon a No Soul Lord for 60 minutes. You should be interested in this Spell if you want to be accompanied by a powerful warrior, because No Soul Lords are excellent in melee combat. Remember to point at a correct spot on the ground to ensure that the No Soul Lord will appear.
Expert (level 51 to 75)
Dread Zombie
Reanimating a very powerful dead body to fight alongside the main character for 60 minutes. 'Very powerful body' means a dead being of level 30 or lower.
Master (level 76 to 100)
Dead Force
Reanimating a dead body to permanently fight alongside the main character. The biggest advantage of this Spell is that you won't have to constantly repeat it and search for candidates for revival. Remember to reanimate powerful enemies for best effects.
Class of Magic
Transmutation – This Class focuses on the ability to change matter. Spells in this Class alter the properties of their targets. Mages who specialize in this Class are known as Transmuters. (Uses reality-altering barriers and Spells.)
Novice (level 1 to 10)
Mage Light
Creating and leaving a ball of light in a specific spot.
Apprentice (level 11 to 25)
Candle Light
Creating a ball of light which follows the main character. This Spell may come in handy while exploring dungeons, caves, and other dark locations. The ball of light remains for 60 minutes and the Spell itself uses a very small number of mana points.
Apprentice (level 11 to 25)
Health to Magic
Converting 25 health points into 25 mana points per second. Don't convert too many health points at once, or you will find yourself on the brink of death.
Adept (level 26 to 50)
Detect Life
Detecting living beings through walls. You may consider using this Spell if you want to improve your chances of avoiding enemies or if you want to surprise them.
Expert (level 51 to 75)
Detect Undead
Detecting the Undead through walls.
Class of Magic
Divination – This Class is focused on acquiring and revealing information. Divination was divided into two Classes: Lesser Divination (all Divination Spells up to 2nd level) and Greater Divination (all Divination Spells of 5th level) in order to prevent specialist Mages from losing access to certain utility Spells such as Detect Magic, Identify and Read Magic. Mages who specialize in this Class are known as Diviners.
Benefits Summoning Novice Novice Summoning Novice Summoning Spells cost half Magic 5 points grants access to this Atromancy Double time duration for Novice Summoned Elementals 10 points grants access to this Apprentice Apprentice Summoning Apprentice Spells cost half Magic 15 points grants access to this Summoner Range Can summon Elementals twice as far away 20 points grants access to this Soul Stealer Summoned long-distance weapons can destroy targets in one shot 25 points grants access to this Weapon Bound Double time duration for Summoned weapons 5 points grants access to this Mystic Binding Summoned weapons do double damage 10 points grants access to this Adept Adept Summoning Adept Spells cost half Magic 5 points grants access to this Dark Souls Double time duration for Adept Summoned Elementals 10 points grants access to this Expert Expert Summoning Expert Spells cost half Magic 5 points grants access to this Twin Souls Double time duration for
Amsterdam, year 2020.The police officer at the desk raised his eyes from his computer keyboard and glanced at the young man before him. He had handcuffs on his wrists, and two other officers were at his side, watching over him.The room was filled with other desks, with police officers working at their computers or reading some files.Seated on some benches against a wall, there were four men handcuffed to each bench, waiting for a police officer to take them to a desk to be interrogated.
System Sword Record 1, World Alurith Warmth on the hilt. Analysing… Human. Checking memories… Establishing first contact. “Greetings. I am the System Sword. How may I address you, Master?” “What the... You can speak?” A man’s voice came from the left. “What is the matter, Lord Tharn? I said nothing, and we are the only ones in this room. We need to get going and regroup with the others!” “You didn’t hear this sword speak?” I need to explain things. He doesn’t seem to know. “You are the only one that can hear me, Master. We are now connected.” “Okay… So, a System Sword. What does a System Sword do in this old trunk? And what are you?” Analysing nearby life forms. One man in this room, two others in the corridor, and two in the room in front. Searching… Movement approaching, no life signs. One magically powerful being on the upper level. Still time to explain. “A System Sword grants you Skills and Benefits if the Magic of this World allows it. Accessing World Magic… This World u
Lord Tharn Zon sighed after the Sword ended his first record. “Yes, that is how I remember it as well. We went to a few strange places. I wonder what the next World will be like.”“World detected. Portal connected. Get ready, Master.”“Finally! This time it took more time than usual!”The Magical Portal appeared, and Lord Tharn crossed it. While he was blinking, trying to ge
Lord Tharn Zon walked next to the nervous woman, and when she opened the door that led to the main corridor, she peeked at both sides and signalled for him to follow her.As they were walking along the corridor, he was looking at the corridor walls, admiring the paintings of sceneries or Mages that graduated from that School, as it said in the tags under each painting.Then, a mocking girl’s voice and some giggling made him look back to where the noise was coming from. “Look who she is, girls! Istar, the Useless! Are you ready for another one of your famous blunders in your test? What are
Tharn Zon got up and followed Istar with his tray to an empty table near the cafeteria lady. They put the trays there and left the room with the woman looking at them, still puzzled.In the main corridor, Istar whispered the purpose of that School, and what type of classes she had.According to her, a Familiar was supposed to follow his Master, and not only fight but do little chores depending on the amount of the Familiar’s intelligence.Some familiars from high-level Mages were known for working alongs
Tharn held Istar’s left hand and accompanied her, even with her trembling legs, making her trip at every step she took, and he spoke in a low voice, “Breath, we got this. You attempted to betray me, but I will still teach you a thing or two .”They stopped in the middle of the room, with all eyes upon them.The Teacher took a few steps back and gathered Magic in both hands. As Tharn was following her across the room to the door that would lead to the corridor she mentioned, he asked, “Istar, is there a Principal in this School? Or a Dean? Someone in charge of the School and is above the Teachers?”“We have a Principal, why?”“We need to talk with him because I don’t trust that Teacher a single bit. He will certainly go to him and make up some lame excuse for what happened, and I want to tell that Principal of yours our side of the story before your Teacher fills his head with lies.”&nbLord Tharn Zon Chapter 5.1 – Practical Test - part 1.1