Professora Bellona
Subject: Magical Theory
Alignment: Melancholy
Orientation: Academic
Position: Seraphim

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(Coloured by Chrystali! Thank you~)

Bellona is captivating, beautiful and ice cold. She has no sympathy for the children's needs, nor does she tolerate excuses. Bellona expects you to do the work assigned to you, and do it promptly. Although she is happy to explain matters of magic, it is no secret that she favours students of the Melancholy alignment or Academic Orientation. If magic is inappropriately used, or moreover, attempted by one not qualified or without proper sanction, Bellona is the first to become enraged. A talented castor, and a dedicated Seraphim, Bellona is perhaps the strongest of all the current Seraphim.


Types of Magic:
There are certain Spells that an Empyrean will gain permission to access at each level of their development. Below are listed the spells and their levels. When an Empyrean transcends to the next stage, three Spells may be chosen to learn. When a Spell is performed successfully against a monster or in a duel in the Arena three times, that Spell is considered usable by the Empyrean. If all three spells chosen by the Empyrean are mastered prior to their transition to a higher stage, additional spells may be chosen one at a time and practised until the transition is reached.
((The thread post isn't long enough for everything, so please refer to the Repository for the Stage Two and Stage Three.))

Grimoire Magic -
Stage One
1. Tome - (Meaning: A Tome is a heavy bound book - usually bound wth leather and pages of velum - that is of considerable weight and contains knowledge of considerable worth.) Spell: Tome enables the Grimoire Castor to record spells in code so that only he or she understands their meanings. This causes the book to open to no one but the author, allows the castor to open the book and immediately find the correct spell, (saving time in casting), and causes it to have innumerable pages so that no matter how many pages are torn out to be used for card casting, or filled in with writing, the book will never be exhausted. Any pages used from a casting book charged with the Spell of Tome count as magical parchment. Dark
2. Clubs - (Meaning: Clubs is equivalent to the Tarot suit of Pentacles, or coins. The suit of Pentacles stood for earth, stability, money and possessions. In modern interpretations it is associated with the three-leaf clover.) Spell: Clubs offers a lowered difficulty on the casting of any Earth-aligned magic by 15%, and lowers difficulty on Stances by 17%. Earth
3. Hearts - (Meaning: Hearts represented the Tarot deck suit of Cups, and although the current appearance of its symbol looks nothing like a cup, the correlation is in the meaning: Cups was the suit of water, emotion and relationships.) Spell: Cups offers a lowered difficulty on the casting of any Water-aligned magic by 15%, and lowers difficulty on Chakras by 17%. Water
4. Spades - (Meaning: Spades equivicates to the Tarot deck suit of Wands, and is a depiction of the simplified point from the top of a walking stick, wand or club as depicted in the old wood-block prints. I was the suit of fire, energy, vitality and conflict.) Spell: Spades offers a lowered difficulty on the casting of any Fire-aligned magic by 15%, and lowers difficulty on Channeling by 17%. Fire
5. Diamonds - (Meaning: Diamonds equivicates to Swords in the Tarot suits, and represents air, intellect, inspiration, prophesy and mental conflicts. Diamonds represent this hard and sharp-edged concept that cuts its weilder as often as the enemy.) Spell: Diamonds offers a lowered difficulty on the casting of any Air-aligned magic by 15%, and lowers difficulty on Mudras by 17%. Air
6. Fool - (Meaning: The Fool is a carefree soul who is so naive that he does not realize the danger he puts himself in, and perhaps because of that unwitting innocence, he safely walks through life, dangers crashing all around him. Eventually though, he will wander into a pitfall that will be his undoing.) Spell: Enacting the Fool enables the castor to mysteriously succeed the next move that his rolls otherwise would have had him fail. The Fool can only be used to save one fail per casting, and it cannot be cast again until the previous Fool has been used. Mind
7. Hermit - (Meaning: The Major Arcana card Hermit symbolizes patience, stepping back from the world, abstanance and quiet contemplation in solitude.) Spell: The spell Hermit prevents the casting of Magic by any in the surrounding area for one turn of each person/creature affected. Normal attacks are still usable, but any magical augmentations placed upon those attacks are rendered impotent. Time
8. Fortune - (Meaning: The Major Arcana card Fortune or "Wheel of Fortune" symbolizes the turning of the tides, the unalterable fate of the world, chance and random occurance.) Spell: Reverses the affects of one Spell already cast and in effect. Whether it be to make a healing spell drain the number of points it was meant to heal, or to reverse the affects of confusion laid upon a target, Fortune causes the opposite effects to take place on the same target the original spell hit. Shadow
9. Strength - (Meaning: The Major Arcana card Strength symbolizes the strength of gentlness, rightness and persstance triumphing over brute force. It reminds us that there are more ways to win than by head-on attacking an obstacle.) Spell: Strength grants the castor strength for the following turn that triples the normal point value of a move. If used to attack, then the following move will do three-times the damage, if used to block, the following move will save three-times more Points. Strength also allwos the castor in mundane situations to lift or move abnormally heavy things, such as fallen rubble trapping a friend, large beasts or such things normally beyond the conceivable weight limit. Bone
10. Moon - (Meaning: The Major Arcana card of Moon represents intuition, and more importantly becoming aware of it, ad beginning to follow where it leads, regardless of fears or uncertainties. It is trust and faith, and a start to understanding one's one limits and weaknesses.) Spell: Moon enables the castor to 'light dash' from one location to another. It enables the castor to appear to teleport from one location to another. It is usually used to evade attacks, but if used to preface an attack, the attack must be faced and cannot be evaded. Dark
11. Star - (Meaning: The Major Arcana card of Star represents and overabundance of emotion, intellect and energy. While it also implies a waste of said energies, it also stands for generosity without expected reciprocation.) Spell: Star doubles the potency of any Chakra, Channeling, or Essence manipulation. After its first turn of enactment, it drains a Point per turn that it is upkept, but it continues to raise the potency of the attack each additional turn, making the attack 10% harder to block each turn. Shadow
12. Sun - (Meaning: The Major Arcana card of Sun represents reaching your goals, being at peace, finding enlightenment, and reaching that state of childlike ease and bliss of simplicity in wish anything is possible and nothing is difficult.) Spell: Causes the castor to be surrounded in a Blinding Aureole so that she cannot be targeted, and that causes the opponent to miss their next turn after its enactment. Light

Tribal Magic -
Stage One
1. Muladhara - (Meaning: The Root. The Chakra or energy centre at the base of the spine where the kundalini serpent energy lies "coiled", ready to be awakened. The Muladhara Chakra is activated by using an appropriate mantra white meditating on the Tattva symbol of Earth, Prithivi.) Spell: Muladhara requires a Mudra to be formed for grounding and earth, and with a deep breath and focus, the energy of the Muladhara chakra is pressed down into the earth beneath the castor's feet. This means that he or she must have solid footing on the floor or ground where they wish to cast. The Muladhara sends out a rumbling shockwave through the ground to rattle an opponent's defenses. Earth
2. Svadhisthana - (Meaning: The Abdomen. The Chakra located below the navel in the sacral region. Svadhisthana stands for creativity, sexuality and reproduction. It is represented by the element of fire and is considered warm, healing energy.) Spell: Svadhisthana requires a healing or recuperative Mudra to be made, and with a deep breath and focus, energy is released from the abdomen, sending the energy towards the palms. When these palms are pressed to an injured area, it causes the wound to heal. Fire
3. Manipura - (Meaning: The Solar Plexus. The Chakra located at the solar plexus, the centre of being, the home of the core, and source of Essence. The Manipura Chakra is activated by saying the appropriate mantra while meditating of the Tattva symbol of Fire, Tejas.) Spell: Manipura requires a Mudra to be formed that is centering, relaxing or clarifying. Manipura heightens the amount of Essence released to be used, and feeds this energy into the palms and feet, causing them to deal damage without weapons. The strength they develope is equivalent to the blow of a stone cudgel, and lasts for three turns consecutively. Fire
4. Anahata - (Meaning: The Heart. The occult power associated with the thymus gland and cardiac plexus. It is represented by the Tattva Vayu, symbol of water.) Spell: Anahata requires a Mudra to be formed that stimultates the heart or circulatory system. Anahata allows the body to pulse with the rhythm of the heartbeat. In this hypnotising Rhythm, timing reaches perfection, perception become infallible and observation becomes absolute. In this state of perfect harmony, the castor can make one perfect move, such as a dodge or a strike that cannot fail. Water
5. Vishudda - (Meaning: The Throat. The Chakra associated with the Tattva Akasha (a black, oval egg), representing the element of Spirit. The Vishudda chakra is located in the region of the thyroid gland and larynx. It stands for communication and expression.) Spell: Vishudda requires a Mudra of communication or command to be formed, and requires loud vocal expression such as song, chant or verse. This vocal expression is to be pressed out of the body with the essence, directing it to the ears of the target. Upon hearing the power of Vishudda, the opponent will obey one command spoken once by the castor. This can only be a single word, such as 'jump' or 'turn' or 'stop', and must be meditated on prior to casting. Ether
6. Ajna - (Meaning: The Eye. The occult power centre known as the Third Eye, situated just above and between the two eyes. The Third Eye was said to be able to perceive things that normal "dulled" vision could not catch. Some cultures say that the third eye grants sight of spirits and ghosts, while others say it unveils the world of the fairies, and yet others say it enables you to see auras and energy patterns.) Spell: Ajna requires the forming of Mudras related to vision, intelligence and understanding, as well as closure of the normal two eyes. Ajna allows the castor to see clearly the world around them, seeing for distances double and sometimes triple the usual distance perceived, and in perfect focus and clarity. It picks up on Energy sequences, allowing the castor to see Auras and Essence concentrations, as well as monsters, Outsiders and those protected by invisibility. It also enables the castor to see the path of magic ere it is being cast. Mind
7. Sahasrara - (Meaning: The Crown. The supreme Chakra, and psychic centre, often identified with the pineal gland, and referred to as the Thousand Petalled Lotus.It is the dwelling place of Shiva, the God who drives away ignorance, and brings enlightenment.) Spell: Sahasrara requires the Prayer Mudra, as well as any others that spark peace of mind, calm of spirit and heightened essence. Sahasrara requires meditation, calm and quiet. Once achieved, the castor will have 3 turns to use Telekinesis - that is, to move objects with the mind. The castor cannot move things that are more than twice the weight they can physically carry, nor can they cleanly move creatures who struggle against their efforts to move them. Light
8. Leys - (Meaning: Alignments of Ancient Megaliths, dolmens, and stone circles, whose patterns are said to constitute grids of 'power', or Ley-lines.) Spell: Leys requires a pattern be cast down upon the casting location, such as a rabble of stones, bones or specially carved sticks. The patterns that these make upon the ground, when tossed in dance and chant by a Tribal Magus creates a grid of power, from which Ether can be drawn up from the earth and used as Essence by the castor. This Ley-line grid must not be disturbed or its power will dissapate, but the castor must walk or move across its field to absorb the power. At most it can be walked across three times before the pattern is disturbed. After each pass across the Leys, the castor will be faster, stronger and smarter. Each pass lowers difficulty on physical skills or techniques of any orientation by 3%. Time
9. Agla - (Meaning: A kabbalistic magical formula used to exorcise evil spirits. In modern magic it is one of the God-names of the banishing ritual of the Lesser Pentagram. It is made up of the initial letters of the Hebrew phrase Athah gabor leolam, Adonai meaning: "Thou art powerful and eternal, Lord".) Spell: The words Athah gabor leolam, Adonai must be chanted aloud for Agla to work. Agla wards off ill-intentioned magic, driving it back with each recital of the words, lessening its potential to do damage by 1 point each turn it is spoken. It can be used in this way against Monsters as well, weakening the amount of damage that can be dealt after reciting Agla at the monsters attacking the castor. Poison
10. Ju-ju - (Meaning: The name given to African magical rites which involve secret societies, witch-doctors, magical amulets, curses and exorcisms. Ju-ju men are able to cast out Demons and rid the client of disease or affects of a curse. They are also said to have telepathic powers, which enable them to identify the source of the bewitchment and overcome the sorcery of evil spells.) Spell: Ju-ju groups often spring up in groups of friends who all decide to study Tribal Magic together. In order for Ju-ju to be used in a fight circumstance, they had to be initiated or otherwise accepted into a Ju-ju "tribe" or group of students/friends. Once this is done, a bond is made between the Ju-ju group, and the abilities of the Ju-ju can be called upon later to assist onself or ones comrades from danger. In a fight scenario, the Ju-ju when called upon, allows the castor to discern where an opponent's magic is being cast from, to pick up evil spells that are being cast against the Ju-ju group or any of its solitary members before it is cast, and allows the Ju-ju castor to silently and telepathically communicate his findings to the rest of his troup. Shadow
11. Alrunes - (Meaning: In Norway, female demons and sorceresses capable of transforming into a variety of shapes. Statues of these Sorceresses were clothed, served food and drink, and highly respected. It was believed that if the statues were neglected they would cry out and bring catastrophe.) Spell: Alrunes requires the castor create a figurine from soapstone, wood or bone and care for it, either by wearing it on his person at all times, or having a small shrine set up for it in some private location. To call upon the Alrune in a fight scenario, a prayer must be sent up to the Alrune, either with offering or song, and the Alrune will let out a horrid wail and 'wake'. Upon waking the Alrune will transform into a random visage, either a beast, warrior or monster, and fight alongside the castor. The Alrunes fight with flinging raw essence at the opponent of their mastor. Alrunes can be sustained in this form for 3 turns per each level of the Empyrean, and their blasts of essence do 1 point of damage each. Electric
12. Dreamtime - (Meaning: In Australian Aboriginal mythology, the period during creation of the world when heroes and totemic animals roamed the earth, establishing links with sites now regarded as sacred. For tribal Aborigines, the Dreamtime still continues and provides a sense of mythic identification and purpose. Dreamtime is the source of totems, or spirit animals.) Spell: Dreamtime can only be achieved through deep meditation, ingestion of certain herbs and plants or certain alchemical concoctions. While within Dreamtime, the mind becomes lucid, and hallucinations of possibilities to come swim across the vision and the memory. While there is no one exact future, the Dreamtime shows many possible futures and how they will pan out. Also while in Dreamtime, the castor can contact some of the more benevolent monsters (ie Ipes or Uvall) and ask for their opinion, guidance or knowledge on any subject. While those watching a castor in dreamtime can hear the castor's words, the other side of the conversation, that takes place between the Castor and the spirit channeled within him cannot be heard. Mind

Circle Magic -
Stage One
1. Quinary - (Meaning: In Numerology, Astrology, and Mysticism, a combination of five witihn a system. In Astrology tere are five planets beyond the orbit of Earth around the sun; in Kundalini Yoga there are five Elemental Chakras (Muladhara: Earth; Svadisthana: Water, Manipura: Fire, Anahata: Air, and Akasha: Spirit.); In Western Magic, the body is represented as a pentagram, or five-pointed star.) Spell: The Casting of the Quinary is the first step to drawin the more complex circles of Circle Magic. It requires a pentagram be drawn, a five-pointed star, with the top-most point directed towards the target. In each of the five points, a set must be draw out. There are three sets possible at this stage: Chromatic Quinary, Astral Quinary and Elemental quinary. For the Chromatic Quinary, place the colour White in the top-most point, Red in the upper right, Green in the lower right, Blue in the lower left, and Yellow in the upper left. This Quinary will enable you to direct a blast of Energy that will attack the Mind of your opponent, lowering concentration. The Astral Quinary requires Jupiter in the top-most, Saturn in the upper right, Uranus in the lower right, Neptune in the lower left and Pluto in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Essence of your opponent, lowering Magical potency. The Elemental Quinary requires Spirit in the top-most, Fire in the upper right, Earth in the lower right, Water in the lower left and Air in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Body of your opponent, lowering Physical strength. Electric
2. Sesquiquadrate - (Meaning: 135 Degrees seperation of Planets. In the Sesquiquadrate, the Planets are four and a half signs apart indicating agitation, which may not be evident to observers.) Spell: In this a Circle is drawn, and broken into 10 segments called Houses. Half way between the line signifying fourth house and the line signifying fifth, make the symbol for Sesquiquadrate, and concentrate on directing it at a target. This configuration will create agitation, unrest and internal conflict with no clear cause. In the distraction and internal discomfort, the target will lose strength and not even realize it. Poison
3. Biquintile - (Meaning: A 144 degrees seperation of Zodiac Signs. Planets separated by two-fifths of the zodiac indicate the quality of inborn talents.) Spell: In the Biquintile, a Circle is drawn and seperated into 12 segments, called the Zodiac. Place the two planets whose strength you want to call upon and set them apart by two and a half signs of the Zodiac. See Elias' Lesson for meanings and implications of the Planets in Detail. The Biquintile, when properly drawn will reveal the skills of the opponent to the Castor. ie. If Mercury and Venus are set in the Biquintile, the communication of Mercury mixes with the Emotions of Venus and exposes the person for whom the target is weakest for. Mars Biquintile to Jupiter exposes the next offensive action, where as Mars and Earth is defensive, and Mars and Pluto is tactics of the opponent... Gives 1 point back to the Castor. Plant
4. Square - (Meaning: Two planets put on a 90 degree angle from each other.) Spell: A small circle is drawn, and divided into a Solar Cross. Two planets are put along the apeces of two arms of the cross at a 90 degree angle. Like Biquintile, the meanings of the two planets are combined to create a force. In Square, however, these energies can be directed at a target to block an opposing force of magic. Prevents 1 Point of Damage from being lost. Bone
5. Trine - (Meaning: In astrology, 120 degrees between two planets on a chart.) Spell: Trine is perhaps the simplest Circle to draw, for is simply requires one ring inside a slightly larger ring with two spheres representing planets set on the ring 120 degrees apart. The aspects of the two planets chosen augment each other and enable the castor to focus the energy to target on the opponent and deal equal damage when the opponent's magic successfully hits the castor. This means that if in one turn, the opponent deals the castor 3 points of damage, the opponent will also be dealt three points of damage. Deals an equal number of Points of Damage to the opponent as received in the turn following the casting of Trine. Dark
6. Sextile - (Meaning: In Astrology, an aspect characterized by planets spaced 60 degrees apart.) The Spell Sextile opens up opportunities that would not otherwise become apparent. It gives the Castor a "sixth sense" to feel when a moment is right, enabling them to have the perfect opportunity to strike to increase a targeted shot into a critical damage shot, or a basic hit into a targeted shot. The opportunity alone is what is revealed, the Castor must still act, though the use of Sextile does lower the difficulty by 20%. Time
7. Conjunction - (Meaning: In Astrology, when two planets are at the same degree of logitude (or within an orb).) Conjunction is a Spell that enables the Castor to override a status effect that has been placed against him/her, such as the effects of a Planet, Geometries, Castor Shot or other affects. You must select a Planet that specifically connects to the affected person and Cinjuction will cancel out any status effect in progress. Ice
8. Waning (A term for the moon, to lessen from full.) Waning is the Spell that can be used to lessen pre-existing qualities in a subject. In order to make use of this Spell, one must determine which quality they wish to lessen in their target and pick the appropriate Planet or Zodiac sign to represent it. Keep in mnid that if a significant representation of the qualities selected to do not exist within the target, the spell will fail. This spell can be utilized to lessen a weakness in self or in comrade, or conversely, to lessen a strength in an opponent. If used to lessen weaknesses -5 to weakness, if used to lessen strengths -3 to the related task. Dark
9. Waxing (A term for the Moon, to grow full.) Like Waning, Waxing is the Spell that can be used to strengthen pre-existing qualities in a subject. In order to make use of this Spell, one must determine which quality they wish to bolster in their target and pick the appropriate Planet or Zodiac sign to represent it. Keep in mind that if a significant representation of the qualities selected to do not exist within the target, the spell will fail. This spell can be utilized to increase a weakness in an opponent, or conversely, to increase a strength in a friend or self. If used to bolster strengths -5 to appropriate tasks, if used to enhance weaknesses -3 to the related task. Ether
10. Fixed (Meaning: In Astrology, the zodiac signs that are solely representative of their element: Gemini, Leo, Virgo, Pisces) Fixed pins a target to a specific location, in a shape of the Castor's choosing which can imbue further aspects onto the spell. Fixed is not limited to the confines of ground, but can also pin someone mid-stride, in the air, or falling. Ice
11. Mutable (Meaning: In Astrology, the zodiac signs that behave more like other elements thatn the one they are aligned with: Aquarius (Water), Sagittarius (Earth), Scorpio (Water), Taurus (Air)) Mutable allows the Castor to select an Elemental type and then cast a random spell from that Elemental type. The Spell cast cannot exceed the level of the Empyrean. Ether
12. Cardinal (Meaning: In Astrology, the zodiac signs that are aligned with the cardinal directions: Libra (Weat), Aries (East), Cancer (North), capricorn (South)) Cardinal allows the Castor to set a target to which all consecutive attacks automatically transfer their force. These subsequent attacks can still be blocked as normal, but the direction in which the attack in launched does not need to be focussed so long as Cardinal is in effect. Electric

Ritual Magic -
Stage One
1. Amaranth - (Meaning: A flower symbolizing Immortality. Amaranths often have colourful foliage and decorative flowers, and in occult traditions a crown of amaranths bestows supernatural gifts upon the one who wears it.) Spell: A crown of Amaranth must be constructed in a ritual setting. The witch sits on an embroidered cloth before an altar, and using a sacremental dagger or athame cuts the blossoms of sturdy flowers which may then be dipped in coloured liquid wax, or pressed with metallic foil, painted with inks or wrapped in organza and lace fabrics. When the flowers are properly decorated they are placed in a circle framed by candles representing the four elements (Red, Yellow, Blue, Green). A wand of wood (Apple, Rowan, Cherry Plum or Walnut is preferrable) is passed over the Amaranth crown three times in a clockwise direction, and the witch says "So mote it be." Extinguish the candles using a snuffer, starting with the north element, and working clockwise. The crown can now be donned. While wearing the Amaranth, the witch will be able to perform her spells and affect twice the potency as her normal power. The Amaranth only lasts for two weeks before the flowers used wither and wilt. Plant
2. Hyle - (Meaning: In Alchemy, the so-called First Matter from which all material in the universe is born. Hyle encompasses the four elements and is synonymous with the Philosopher's Stone. The alchemist Raymond Lully regarded it as the "fusion of natural principles".) Spell: While it is considered a nigh impossibility to scientifically create a Philosopher's Stone, it can be magically recreated with the spell Hyle. It requires a very complex ritual in which raw forms of the four elements must be gathered and sacrificed in a cauldron. A black candle is lit for protection, while a white candle is lit for unity, and between the two the cauldron is placed, over which passes an athame of silver and gold - the negative and posative polarities. When the ritual is completed, and the Hyle has congealed into the crystaline lump of coal-like substance it can be used three times to do any of the following: Restore hit 3 HP per Stage; Turn lead into Gold; transmute a collection of a type of essence to its opposite in the charts. After it has been used three times it will crumble to ashes. Electric
3. Aludel (Meaning: In Alchemy, the condensing receiver used to collect sublimates.) Spell: Becoming an Aludel enables one to physically Channel the skills of their God of Worship through their own hands. While the recquired amount of Karma must still be accumulated, instead of the God's Gift merely manifesting by unseen hands, the Aludel herself weilds their divine power for the duration of the task. Using Aludel on a regular basis strengthens the God's devotion to his faithful. Bone
4. Ouroborous - (Meaning: A Gnostic and alchemical symbol of the snake devouring its own tail. It symbolizes the cycles of life and nature, the fusion of opposites and the transcendence of duality.) Spell: The Ourboros worn by the Empyrean can be infused with the Empyrean's natural essence, to be stored like a buffer. When attacked by another's Essence, such as during essence-infused physical attacks, or from spell work, the Ouroboros lashes out with its stored strength to deal damage to the one who directed the opponent's Essence. If the spell Ouroboros is placed upon an Ouroboros and the power in it is not released and used, it can stack 1 point's worth of damage for each time the spell is cast upon it. Note that the Ouroboros cannot actually protect you from damage, it merely ensures that when another hits you with Essence they will take damage for every blow they land on you. Ether
5. Carapace - (Meaning: A Carapace is a carcas, skeletan system or other such body worn over top of ones own as a form of armour or protection. Popular among druids and ashaman, a Carapace was generally made of reptiles or mammalian hides, but occassionally cases of wearing the skin of the sacrificed have been recorded.) Spell: Carapace requires the carcas in whole or in part of another creature - be it monster, animal or Empyrean. The spell Carapace is cast upon the remains and then the Caster dons them like a cloak. The Carapace becomes a living extension of the Caster's will, and can be used to strike out with its limbs, and can take damage of its own. The nmber of turns the Carapace is worn prior to the wearer (and therefore the carapace) receiving damage determines how many points of damage the Carapace can absorb at a time. Any points that go above and beyond this limit are then dealt to the wearer. Note that when a Carapace blocks, it's blocks are only so good as the amonut of damage it can take, not on the regular levels the skill would do for the wearer. Bone
6. Ether - (Meaning: The Element of Ether represents raw power, divinity, sentience, prophecy, unity, perfection, and the spirit. Ether is the term loosely used to describe the source of all emmissions of power that come from all living things. After the Crator was ripped open in the earth, its existence became widely known to the Empyrean forefathers, and an ability to see it with naught but the naked eye developed in the early Empyrean people.) Spell: Summoning the Element of Essence cause the natural Essence in an area to flair up. This makes it more easily accessable by all those capable of weilding it in any of its myriad forms. All those capable of manipulating Essence intentionally, will find a lowered difficulty on casting/ether manipulations of -7%. Ether
7. Dark - (Meaning: The Element of Dark represents sleep and subsequently dreams, secrets, flaws, sins, and traditionally evil. In ancient times it was representative of safety, for it was within the dark places that many found solace, reprieve and privacy. As religions that focused on the balance of good and evil arose, Dark was associated with devils, demons and tormentors.) Spell: Summoning the Element of Dark casts a darkness into the eyes of the enemy around you which does not affect the actualy lightness or darkness of the area. With the darkness in the eyes of the enemy, they suffer from fears, doubts and cowardice and find themselves unable to defend or attack with much conviction. It lessens their attacks by 15% and their defense by 20%. Dark
8. Light - (Meaning: The Element of Light represents the holy, god in many manifestations, enlightenment, heaven and perfection of self. It is not included in the Alchemical Elements, but is often associated with Angels.) Spell: Summoning the Element of Light forces all those within a certain radius (5 feet per Empyrean's Stage) to see the aura in everything around them, instilling them with such awe that they are slow in their reactions by 15% and unable to use Tactics or Melee. Light
9. Earth - (Meaning: The Element of Earth represents life, bounty, stability, protection, strength and patience. In alchemy the physical personification of earth is the Goblin, who possess many skills of their own, and live and work in and around mortal culture, sometimes congruently and sometimes as opposition.) Spell: Summoning the Element of Earth enables the Caster to encase his target in rock to cause Petrification. The Petrification can withstand 4 points of damage from the inside or outside, meaning the target must break their way out, or have a friend break them out. That said, it can also be used in dire situations to protect a target from 4 points of damage. Earth
10. Water - (Meaning: The Element of Water represents ancient wisdom, emotions, provision, the retribution of nature, and was often the expression of displeased gods. In Alchemy water is physically personified as the Undines, normally gentle creatures who dwell in the deeps and possess great knowledge but also great tempers.) Spell: Summoning the Element of Water enables one to transmutate one substance to another. Useful in the art of Alchemy, and Substitution, this spell enables the Caster to turn lead to gold, water to wine, blood to acid, etc. Water
11. Air - (Meaning: The Element of Air represents healing, creativity, communication, travel, freedom, impartiality, communion and medicine. In Alchemy the physical personfication of Air is the Sylphs, windswept creatures of great beauty capable of whisking mortals away to the lands of the gods.) Spell: Summoning the Element of Air creates a misting cloud that when it surrounds a target heals them of their wounds, aches and fears. It can clear status effects and heal 4 points of damage. Air
12. Fire - (Meaning: The Element of Fire represents spirit, instigation, destruction and passion - not necessarily in the sense of love, but in the sense of excess of emotion. In Alchemy the physical personification of fire is the Salamander, an elusive creature immune to harm from the flames.) Spell: The summoning of the Element of Fire creates a ball of flame int he Caster's hands which can be flung at a target, and which burns like natural fire. Each ball does 4 points of damage. Fire


Lesson Two: Applications


While the types of magic were pioneered by the first of the Alignments - Ritual for Phlegmatic, Tribal for Choleric, Circle for Sanguine, and Grimoire for Melancholy - it is not required that you select the type best suited for your Alignment.

It is, however, required that you master 1 of these types, before attempting to learn spells from another. That means you must learn at least two spells from each level of the magic. You can learn any of the three levels of spells as early as Stage Zero, but you may not utilize the spells of higher stage until you reach the corresponding Empyrean Stage.

Past that, there are some types of Magic that are better suited to combat other forms of magic. Usually these are Elemental Magics, but it can extend to many aspects of Casting. Broken down simply:
Elemental Magic
To look up to see what Elements are strong and weak against others, find the Element in the left hand column and follow the row across to match it up with the other Elements.
Legend:
0 - Like type against like type, no special affect.
X - Normal or regular effect.
S - Strong against this element, does double damage.
W - Weak against this Element, does half damage rounding up.
All Elements are Strong against two other types and Weak against two other types. You may have noticed that there are cases where an Element is Weak to a certain Type, but that the type it is Weak towards is not listed as Strong against it. i.e. Water is Strong against Ether, but Ether is not Weak against Water. This means that Water would do Double Damage, while Ether would remain at normal levels. In the case of Water versus Fire, Water is Strong against Fire and Fire is Weak against Water, which means Water would do double damage and Fire would be reduced to half strength.
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