| Magical Transformations |
| Animal Transformation = This type of transformation give the User the ability to Transform into a Animal of chose with controlled animal abilities at their disposal. There are a few ways of being able to use this Power. If you were cursed, bitten buy a were-beast, warring a magical item, know strong magic, or born with the gift. Usually with this Form of Magic, there is no full control after your first use. It takes time and training to take control of the power. Either way, this transformation is harsh on your Magic and Stamina usage for Attacks. |
| Half Beast Transformation = This type of Transformation gives the User the ability to Transform into a Half Animal/Half Humanoid form. Although the effects is not as powerful as a complete Animal transformation. It is easier to control your Half Beast form then a Full Beast Form. Though not as strong still gives you a good increase when you use it. And its normal with you Magic and Stamina usage for Attacks. You would only have to worry about running lose on your stamina to how long you can keep the Transformation. |
| Increased Transformation = This Type of transformation this type of transformation is much simpler then any other transformation, and last longer to. Users get their Normal Body and its entire Armor, Main and Secondary Weapon, and its Body to increase in strength, speed, reflexes and intelligence. Not changing to much of its physical form but given it a spiritual increase to improve all its abilities. Full control yet hard to prepare on your self. Best to have a Wizard, High Elf or any other Strong Magic user to cast this kind of Transformation on you. |
| Monstrous Transformation = This Transformation works mainly on mutants who was infected some way or another from chemicals or dangerous poisons from other monsters. The way this transformation works is your body can change from whatever special power you may receive. Mutant powers usually gives you the ability to better yourself on will in battle. A mutant Power can increase anything or change you into anything into a reasonable form. If you start off as a Mutant, you get to make up your own Mutant Power with the say-so of the head editor. |
| Magical Merges |
| Magical Item Merge = This Merge is somewhat common. When you have a Magical Item and figured a way to merge with that Item. Its can give you Undying Power. You inherit all its Magical Powers and makes using magic less hard on your Magic Points. You can merge with a Magical Gem, Weapon, Armor, and anything else that you may be able to merge with. |
| Another Person Merge = Able to merge with another person to increase and combine both Powers. But is very harsh on your Spirit Level if you never done this Merge before. It's not permanent unless you are told it before. Because of mixing two spirits like this, may cause some conflict for control. But if mastered and organized can be a great tool in battle. |
| Opposite Gender Merge = This Merge has an even better effect then a Same Gender Merge. There is almost no Spiritual conflict. Because of the two different sexes joining one another. The two become neutral and understands one another and is less conflict over control and works as one. With this in mind, the transformation cannot be permanent. |
| Magical Beast Merge = In this type of Merging. You can Permanently merge with a Magical Beast in witch you will receive its traits, fighting spirit, and its powers. No less in Spirit level but an increase as well. The increase with the magical beast will help all your stats like all other Merges only can work once from that one beast, then you lose that power as the beast inside you wares out and fade away. |
| Magical Items/Descriptions |
| Magical Staves = Staffs are for Handling the Strongest and Difficult Magic to give you full control over them when you use it. |
| Magical Wand = Wands are for Handling Magic Stronger then Normal Magic to give you better control over them when you use it. |
| Magical Amulets = Can increase some Regular Attack Magic and give you good control over using them. |
| Magical Clothing = Learn more Magic and helps increase your Intelligence Level for every level you Grow. |
| Magical Gems = Can Store Mana in Gems and increase more Mana earned every Level you grow so you are not warn out for Magic Spirit. |
| Magical Jewelry = This Magical Jewelry may have hexes and spells on them to ward off other magic, creatures, and spirits. |
| Magical Wristbands = When a Rune is put on these Wrist. Gives you complete Control over that one Element of Rune. |
| Magical Rune = For Elemental Rune Upgrade on your Armor, Weapons, or Magical Items. Makes it possible to learn Stronger Elemental Spells. |
| Magical Potions = From Healing Elixirs, to Poisonous Gases. These Bottles that contain Liquids created Through Magic to help you in battle. |
| Magical Scrolls = Special Scrolls containing One Time use Spells. You don't learn them but enchant them for one time use. |
| Magical Books = Books that help you learn some spells not others know yet or have ever taught Simple Magic to Difficult Magic. |
| Magical Crystals = Magical Crystals that help foresee and sense Evil, Spirits, Enemies closing in and help Guide you through lands. |
| Fields of Magical |
| Regular Magic = Simple and Useful magic that is easy to learn and use. What most any Being can learn and use magic to help, guide, and prepare them for travel and battle. |
| Elemental Magic = Elemental Magic like Fire, Water, Ice, and Earth. Of course some of the Elemental Magic used against opposing elements can have weaker or stronger effects. |
| White Magic = Magic used to help ward off Black Magic, to help the side or Good over Evil. Examples: Holy Priests, Clerics, White Knights, Priestesses, Holy Wizard and Higher Elves. |
| Black Magic = Magic that is used and made for the Side of Evil. Mostly Examples: Necromancers, Black Knights, Dark Clerics, Warlocks, and Dark Priests. |
| Neutral Magic = Magic that is used for both Good and Evil. Natural and Spiritual Magic that can create healing or cursing effects also be calling them WitchCraft and VooDoo. |
| Spell Listings |
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| Very Strong Against this Element = Dose Twice the Damage |
| Strong Against this Element = Dose 50% More Damage |
| Normal Against this Element = Dose the Normal Amount of Damage |
| Weak Against this Element = Dose Only Half of its Original Damage |
| Elemental Chat: to the different spells you can learn. Listing is the affect each element spell will or may have on another Element Spell. Of course some spells that are for the opposing Element that may be stronger may not be as weak as the scale indicates. It mainly maters on what the Spell is used for. |
| Attacking Against that Element |
| Elemental Spell Chart |
| Most Spells Are Listed in Elemental Status |
| Regular Spells- Attacking |
| Power Merge = Merging 2 different types of Magic Spells as One works after the other |
| Spiral Flash = Three Rings of Energy that can drill out the Armor on any foe to weaken the Armor |
| Element Call = Call on any Element that causes more damage to add to its next Weapon Attack |
| Weapon Search = Heated search with in the users Weapon to give it more Speed and Power for it next attack |
| Power Bash = A Energy Powerful enough to cause large damage to the body and my stun |
| Lift = Lifting your enemy from the ground and slamming him/her any where within the battle field |
| Torch = Cause a Funnel of Energy to surround the enemy and then explode around him/her cause massive Damage to Armor and Body |
| Shock = Stuns any Foe cause some damage |
| Crushing Force = A invisible surroundings that start to crush and pressure the enemy to weaken his next attack while also causing little damage |
| Heart Strain = A almost heart attack to the enemy that will lower his strength for some time in the battle |
| Regular Spells- Defending |
| Image Cast = Cast a fake image of yourself before a attack is laid on you |
| Group Retouch = Increase some of your ally groups HP and health and increase everyone's attitude a bit |
| Heavy Arms = Making a users or ally's weapon stronger but slower |
| Sound Barrier = A wall that block all sound from out side the barrier to protect from any sound stunning or shock waves |
| Refined Armor = Strengthen the armor for the user or ally |
| Speed Boost = Increase the speed in the user or an ally |
| Fire Spells- Attacking |
| Flame Arrow = Cause damage to one foe and weakens armor |
| Ruby Lightning = Red lightning strikes of 5 on random targets on the battle field |
| Spiral Flash = A 3 ring flame wall that surrounds 2 enemies and explode into a burn and flash that can blind |
| Fire Hawk = A Red Flame in a form of a Hawk to attack one foe on the battle field to cause major damage and burn |
| Dragon Slave = A Giant fire ball like wall that explodes the entire Battle field cause ever enemy with large damage, weakened armor, and burn markings |
| Sulfur Downpour = A sulfur rain onto 3 enemies at the most to weaken armor and possible burn |
| Volcano Raise = A shoot up of Lava from the ground onto one foe to cause damage and burn |
| Heat Storm = Causing a dry heat on the battle field to lower the speed on all enemies |
| Ruby Darts = Striking of 10 ruby red hot darts at random enemies on the battle field |
| Fire Ball = Causes some major damage to one foe on the battle field |
| Fire Spells- Defending |
| Fire Wall = A wall of fire only for the user |
| Fire Barrier = Barrier of fire around a allied group |
| Ruby Dome Barrier = A Red Ruby Dome the covers the group from any out side attack |
| Magma Defense = Magma raises from the ground to cover the ground to keep any enemy from attacking the user |
| Flame Guard = A Red Flame in the form of a Giant Humanoid to block and weapon or physical attack |
| Random Fissure = A Heated wind gust that sweeps any one ally from the ground to the air to give a Fire Rune touch to his weapons next blow |
| Water Spells- Attacking |
| Water Dragon = A Water Attack in a form of a giant dragon to bite any one foe to cause damage, weaken armor and bleeding |
| Emerald Typhoon = A blast of hydro pressure water that can damage on enemy and weaken armor |
| Tsunami Forceful = A wave of 300 foot wall of water that can wipe out all enemies on the battle field to weaken all there armor and cause some damage |
| Lunar Liquid Storm = A storm of liquid to rain on 3 enemies on the field to cause some armor rust and lower their speed and with some damage |
| Moonset Storm = Only when the moon is out can this special storm cause damage on all enemies on the battle field to cause some damage and lower their speed |
| Hydro Bomb = A blast of Water bomb that cause a major damage count to multi enemies with in the blast area on the battle field |
| Liquid Varnish = A liquid blast of water that can cause a striking blow that can stun and foe and cause some damage |
| Water Hunter = A homing hunter water blast that can hit any one enemy to cause major damage and stun, and bleed |
| Vapor Blast = A blast of Water Vapor that can cause some damage and rust any armor to slow down any foe hit by this spell |
| Water Spells- Defending |
| Water Clear = A spell to cast on any ally that is burnt on the battle field |
| Moist Plateau = A platform raise from the ground to lift the user and one other ally high in the air |
| Fog Barrier = A barrier that covers the battle field for a few rounds to blind your enemies giving your allies some time to heal and prepare an attack |
| Replenish = Giving all you allies a fresh start by healing some of their HP |
| Washer = Washes away Mud and anything else that is on your armor that is slowing you down |
| Hydro Wall = A wall of water to block any spells and physical attacks |
| Earth Spells- Attacking |
| Winds of Admonishment = Sharp winds from the west that cause some damage to one of your enemies on the battle field |
| Tangled Fury = A Tree with in the battle field comes to life and attacks your enemies |
| Diamond Dagger = 6 random Daggers of diamond stones from the earth hit any of your enemies on the battlefield |
| Rock Missiles = 8 Missiles of rock barges that randomly attack all your enemies on the battlefield |
| Wind Song = Hearing the wind making a sound wave that can confuse and stun all the enemies on the battle field |
| Mountain Pound = Watch as the mountain comes to life to throw random rocks, heavy stones, mud chunks at all the enemies on the battle field to cause some damage and armor rust to lower their speed |
| Earthquake = Shaking of the Battlefield causing everyone even your allies to lose balance and be confused with some damage if they are on the ground along with the enemy |
| Ariel Rush = A rush of Air Liner attack on any one foe to cause massive damage and stun him/her as well |
| Green Leaf = A Giant leaf that smothers any one enemy on the battle field |
| Razor Stone = A stone that is razor sharp that can hit and cause damage and bleeding to any one Enemy |
| Earth Spells- Defending |
| Winds of Healing = Heal slot of the HP on any one Ally |
| Winds of Protection = A wind barrier that blows away any spell attack, weapon attack, and physical attack from your allies on the battle field |
| Grass Lands = A glassy meadow turns to a thick brush of 7 foot tall grass cover to confuse your enemies till the grass is burned away |
| Sands of Redemption = The sand of the land can blind any one of your enemy for a good long time |
| Rocky Hall = A hall of rocky walls that randomly cover any one of your allies from any attack |
| Marble Dome = A dome of marble stone that can protect the user and his ally group |
| Ice Spells- Attacking |
| Ice Arrow = Cause damage to one foe and stun him/her |
| Ice Spear Attack = Cause damage to any one foe |
| Ice Blade Avalanche = A avalanche of Icicles and snow over all enemies on the battle field to cause damage and slow them down |
| Ice Missiles = Random Damage to any 4 players on the battle field |
| Chaos Hail = A hail storm to cause damage to all enemies on the battlefield |
| Ice Serpent = An Ice serpent appears to attack one Foe on the battle field to massive damage to him/her and cause bleeding |
| Icicle Onslaught = A strike of icicles any 2 enemies on the battlefield |
| Polar Nest = A Icy blast of sharp cold ice rocks to cause heavy damage to any one foes armor |
| Arctic Flare = A blast of arctic snow spray at any one enemy on the battle field to stun him/her |
| Blizzard Death = A freeze over on any one enemy to cause not only heavy damage to him/her, but stun and frozen in ice for the whole battle till melt out |
| Ice Spells- Defending |
| Frozen Finale = A tornado of snow and ice help to ward of any Fire Element Spell. So when it hits the Tornado, the snow and ice melt while giving that ally protected from the spell a head start in the next attack. |
| Chill Factor = Cause the battle field to freeze over to slow down your enemies |
| Ice Dome = A dome of ice surrounding your group of allies from any attack |
| Frozen Threshold = One area on the battle field that will always have a wall of Ice to guard from any physical and magical attacks till it is melted from a fire element spell attack |
| Arctic Breeze = This spell mainly helps to ward off any Water Element Spell from any one Ally |
| Soul Savior = When a Ally is badly hurt and can no longer battle. You can freeze their body till the battle is over so he/she can be healed later |
| Dark Spells- Attacking |
| Beast Summon = Call forth any beast to fight the foes who lay before you |
| Black Angel Wind = A Dark Angel appears on the battlefield to cause a heat flash wind to weaken your enemies armor and case pain to your enemies soul |
| Ebony Annihilation = A big Black and Blue Flame that cover the entire Battlefield to case full damage to all Foes that lay before you |
| Pure Pain Power = Cast a Spell onto any one Foe to cause his heart to give way and stun him/her |
| Lightning Onslaught = A spell to cast 5 bolts a random lightning strikes on the battle field |
| Night Cast = A cast of darkness to confuse and scare all your enemies with in the battle field |
| Devils Furry = Four balls of Fire that attack four different foes on the battlefield |
| Dark Frail = A attack of invisible dark magic chi strikes on one foe |
| Deep Threat = Cause a one foe to lose his attitude and courage in the battlefield |
| Midnight Rush = A large attack of Blue Flame in a form of a hellhound to attack any one foe |
| Dark Spells- Defending |
| Dark Flash = A flash of Dark rays that appear in front of all enemies on the battle field to confused them |
| Beast Recall = Can recall any beast that may had been scared off from the battle field |
| Dark Shadow = A dark shadow that covers any ally to heal him/her from a light spell |
| Evil Hand = A Giant Dark hand lifts any number of players allied to the user off the ground of the battle field |
| Mask of Darkness = A mask with the Unholy Markings appears in front of the user to ware to warn off any Light Spells |
| Black hole = Causing a Black hole to appear underneath anyone to transport them some where within the local area of the battlefield. |
| Light Spells- Attacking |
| Lightning Onslaught = A spell to cast 5 bolts a random lightning strikes on the battle field on any of your enemies |
| Creature Summon = A call of any creature of light to attack your enemies on the battlefield |
| Light Diamond Dagger = A diamond dagger that attacks any one Dark User to cause massive damages and stunned for the entire battle till he/her are awake from a dark spell healing |
| Sun Home = A sun flare that can lower any one enemy's attitude to weaken their fighting ability |
| Lose Cannon = A attack of light energy onto an small area on the battle field to cause damage to multi enemies |
| Light Shine = A shine of light energy onto any 2 foes to blind and cause damage on them and their armor |
| Strong Front = A form of light energy to attacks any one foe with major damage and may cause bleeding |
| Watchful Ray = A attack of a ray of light from the light user onto any one foe to cause major damage and blind |
| Lightning Dash = Lightning strikes onto any one enemy to cause major damage and weaken armor |
| Forever Touch = A touch of from a light magic user to any dark magic user can cause him/her to be stunned for a long time |
| Light Spells- Defending |
| Detoxify = Removes of any poison with in the Ally's body but can't be used on self |
| Barrier Circle = A barrier of Light to block out any Spell attack |
| Creature Recall = Call forth a creature of light to take down any creature of the Dark |
| Light Flash = Can only Blind All your enemies for a sort while |
| Light Foreshadow = A shining light of Rays that cover the battle field to Blind all your enemies and cause some weakening to all the enemies armor |
| Revive = Revive any ally in your group |
| Learning Keys: Below are some Key Marks to tell you that you have to be a certain level, or have to be wareing elemental rune clothes in order to use and learn those certain moves. Some moves require both. |
| (O) = Any Level (R) = Require Element Rune (A) = A Breached Level (B) = Require Both |
| (A) (A) (A) (O) (O) (A) (A) (O) (A) (A) |
| (O) (A) (O) (A) (O) (O) |
| (O) (B) (A) (B) (A) (R) (R) (R) (O) (A) |
| (O) (R) (B) (B) (R) (R) |
| (B) (R) (R) (B) (R) (B) (O) (A) (O) |
| (O) (B) (R) (R) (O) (B) |
| (O) (O) (R) (A) (R) (B) (B) (B) (R) (O) |
| (O) (A) (R) (R) (B) (A) |
| (O) (R) (B) (A) (R) (B) (B) (A) (O) (B) |
| (R) (R) (R) (A) (R) (A) |
| (R) (B) (B) (B) (R) (R) (B) (R) (R) (B) |
| (R) (R) (R) (B) (B) (B) |
| (R) (R) (B) (R) (B) (R) (B) (R) (B) (B) |
| (R) (B) (R) (R) (B) (B) |
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