The Spells
Author: MadRain
last update2023-08-08 00:06:06

To the players of The Endless.

I think you might get confused with different spells. So here are the spells and their descriptions in use so far. 

At Apprentice Level, all spells are common for the wizards. Those spells are,

Enchanted Weapons - Enchant any weapon to increase its durability and give the ability to pierce through magic defence dealing magical damage

Enchanted Armour - Enchant armour to increase durability and give defence against magical attacks

Basic Dispel - Ability to negate the basic spells and counter them

Arcane Shield - Magical shield against both physical and  magical damage 

Concealment - gives the ability to hide in plain terrain

Illuminate - Ability to create a glowing orb acting as a source of light

The changes to the spells happen at the Novice Level based on the selective Magic Sphere. The Novice Spells are,

Life Sphere

Sparkling weapon - create an enchantment of light magic on weapons that weaken the enemy on attack

Recovery - Gradually heal over time [Single target]

Healing aura - create an area that could increase recovery of health and Mana [Aura]

Forest concealment - Great ability to conceal in the forest and trees

Heal - Single target spells instantly heal external injuries 

Ray of light - Concentrated ray of light that can pierce through metal[Single target]

Death Sphere

Death strike - Enchanted weapons deal death damage decaying away life

Armour of death - Create an aura of death that weakens the living creatures who come near [aura]

Death fortitude - Protection against death aura [Single target]

Death concealment - Concealment in the land eroded by the death 

Death ray - A ray of death energy that could instantly kill a weak enemy [Single target]

Weaken - Cause the aura of death to weaken enemies [Single target]

Fire Sphere

Burning weapon - Weapons cause burn damage and can set fire

Fury - Boil the blood in anger, driving a person into a rage. Ignore pain [Single target]

Fire protection - Protection against fire [Single target]

Desert concealment - Concealment in the land of sand and sun

Blazing Comet - A comet targeting a single enemy [Single target]

Meteor Fall - A burning meteor targeting an area [AOE]

Water Sphere

Static Blade - enchanted with static electricity, a weapon that can stun enemies

Physical resistance - The liquid film will increase the durability of the armour and the recovery rate of the bearer [Single target]

Water Breathing - [Single target]

Water concealment - Conceal underwater and in water bodies 

Water whip - A whip of water that might be deadlier than it looks [Single target]

Boiling vapour - A boiling steam that could burn or melt many things [Single target]

Wind Sphere

Ice edge - Cold weapon that deals freezing damage

Frost armour - Armour that causes a frozen aura. Slow the attack speed and can cause frostbite [Single target]. 

Cold protection - Protection against frost [Single target]

Ice concealment - Ability to hide in the snow

Suffocate - A spell to drain the air out of a designated place, creating a vacuum [AOE].

Ice Wave - A wave of ice spreading as a single line across the ground. [Single target].

Earth Sphere

Poison weapon - An Enchanted weapon with a poison attribute 

Stone skin - Harden the armour and the skin of the target against physical attacks [Single target].

Poison resistance - Resistance against any type of poison [Single target]

Grass concealment  - Concealment in grasslands 

Stoning - Summon a stone boulder to crush an enemy [Single target]

Hurl - The ground beneath will launch the target off the ground [Single target]

Cosmic Sphere

Arcane bolt - A bolt of pure arcane magic to devastate an enemy [Single target].

Void control - Create an orb of the void that can attack enemies.

After connecting with a Magic Sphere, the wizards continue on the same path.

Following are the Wizard Level spells 

Life Sphere

Hive - Send a group of angry bugs to attack a small area [AOE]

Entangle - Grow wines, entangling target/s [AOE]

Summon Unicorn  -  A mount that can teleport a short distance and use basic spells in battle 

Summon Fairy - A fairy that can fight and guide the summoner with the ability to cast minor spells and heal. Has a crushing physical attack embedded with magic despite its size. A small creature that has a body of a woman and a pair of wings; capable of flying. Extremely effective in combat against undead 

Healing Light - Instant heal minor injuries in a large AOE

Death Sphere

Death Swarm - Swarm of death that corrodes weapons and life

Summon Skeleton - A skeleton that carries a random weapon. All undead have no fear effect and are resistant to some of the simple spells, but weak against life-type magic. Great in numbers and cannot be killed while the summoner has the power to maintain the summon. 

Summon Zombie -  A rotting dead body that has unnatural strength. Slow but difficult to kill. 

Summon Death Knight - Heavily armoured undead. Can come on an undead mount or on foot depending on the summoner's will. Carry a shield and a sword and a dangerous enemy. 

Life Steal - A ray of pure death that could make everything age and transfer energy to heal the caster.

Fire Sphere

Fireball - A ball of flame that affects a certain area to burn anything [AOE].

Summon Hellhound - A fiery hound that can burn enemies - Looks like an average dog with a skin made of lava. Explodes on death.

Summon Fire spirit - A fiery being that uses a flaming sword in battle. Explodes on death. 

Heatwave - A wave of heat that spreads in a cone-shaped area from the caster. 

Fire weakness - Weaken the enemy against fire, including their equipment. [Single target].

Water Sphere

Gush - A gush of water that erupt from underground and hurl the enemy into the sky [AOE]

Summon Water dancer - An elusive being with the ability to dodge and attack. Looks like a lizard which walks on two legs and its body changes its shape with time, making it look like dancing. 

Summon water snake. - A snake that controls water to attack. Good in ranged attacks. A blue snake about three metres in length 

Flood - Create rain to flood the area [AOE]

Liquid Drain - Drain the water out of creatures, weakening them. Can be deadly to weak enemies  [Single target]

Wind Sphere

Whirlwind - gust of wind that can throw away units a great distance [AOE]

Summon Dire Wolf - A gigantic wolf that rules over the icy land can use frozen attacks and freeze the ground around it. 

Summon North Glow -  A ball of pure energy that uses a cold attack to freeze enemies. Looks like a ball of white light that levitates.

Ice Palace - Freece an area with everything in it [AOE]

Ice weakness - Make an enemy weak against cold  [Single target]

Earth Sphere

Fissure - A fissure that sends boiling magma to the surface [AOE]  

Summon Golem - A golem made of earth matter that can hurl rocks and do terrifying damage. Highly durable. 

Summon Great Mole -  A giant earth-digging creature with high earth elemental affinity.  Can sink to the ground and travel beneath the surface of the earth with ease. 

Tremor - Shake the ground, causing AOE damage to all. 

Poison cloud - A cloud of poison with a corroding effect [AOE]

Cosmic Sphere

Cosmic spray - A barrage of various magic that has different effects based on the bolt that hits the enemy. Carries offensive properties of all six main spheres [AOE].

Summon Arcane spawn - A reptile-like creature from the cosmic sphere has a high magic defence. A creature with strength proportional to the summoner and not a natural summon.

A conventional wizard with a single magic sphere is capable of using all the magic based on his/her sphere based on their level. 

Only Jason is the one who has separate cosmic magic and all other cosmic wizards have simply a combination of spells from the other spheres.

Only Jason has all six spheres at the moment with some unique spells that come with them. Until his spells came to light, no one knew there was a separate cosmic sphere. 

Cosmic wizards don’t get all the spells from the other spell branches, making them somewhat less powerful compared to a wizard with a single magic sphere. However, in case the cosmic wizard was lucky to get a great combo of spells from different spheres, they might be way more powerful than a conventional wizard. 

Even Jason Hope doesn’t know what spells fit him from the six magic spheres, and it makes his advancement even more difficult. 

Currently, Jason has six spells from each sphere and unique spells from the cosmic sphere in his arsenal. 

Regardless of the level at which a spell becomes available to a wizard, those spells will scale as they advance in the future. So, a spell that looked weak at Novice Level might be devastating at a higher level.

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