Unnatural theory spells are spells that do not conform to the ‘categorical’ clause, nor class, tier, balance or pathway theories that has been established through vigorous identification and study of the ancient language. Many believe that what the mages know are only but a fragment of the language and that there’s a whole section of characters that has been lost to time.
Unnatural theory spells or as it’s more commonly called “Relic Spells” have no limit to them and a 3 pathway spell can be as weak as the most basic of spells (More basic than what was handled in the previous chapter) as well a 1 pathway spell can be as lethal as a Class 3 spell or a spell with 5 paths.
The best known Relic spells will be briefly touched. With Relic spells, they have a third measure to them called, “Alignment”; this means that a spell differs slightly for each person and their unique aura(s).
These “Alignments” the 5 elements as well as metal, light, darkness, gems, nature and psychic, spirit, void & celestial, which of, the last 3, are Alignments unique to the Dusk and Moon Clans.
Here is a spell and its effect in each of the Alignments – ‘A ‘E ‘I ‘O ‘A. ‘A ‘E ‘I ‘O ‘U – a spell that uses mainly the “vowels” sounds only and seeing the words you know they are all fall under the wind Category, though it unleash a strong “current” in the atmosphere surrounding the caster, the “current” isn’t necessarily “wind”. This spell is also differs in Class and Tier depending on the “Alignment”. A Mage can possess more than 1 Alignment even if their natural Aura is that of only say Earth. A Chart will best describe how Alignments occur for each “magical attribute/element”.
Fire – Class 2/Tier 3 – Creates a current of “Fire” Mana around the caster he/she can tap into to ‘feed’ all kinds of “fire” spells. Casters who do not have a ‘capacity’ for Fire spells will be able to use “fire spells using this spell to “feed” their Fire spells with the necessary “fire mana”. The Fire ‘energy’s’ heat can be felt but no actual “fire” will be visible it will only appear as a ‘mirage’ around the caster.
Water - Class 1/ Tier 2 – Same as with fire the current is just filled with “water mana”. It is ‘cool’ to the senses and will appear like mist is forming around the caster.
Wind - Class 1 / Tier 1 – Like above, just “wind” attributed mana, will appear as if caster is cloaked/guarded by “wind” (the current in the air – wind – would be strong enough to be nearly visible)
Earth – Class 2/ Tier 2 – Again the same, this time though earth/dust would drift from the ground and swirl about the caster in intricate patterns dependable on the person’s polarity & frequency.
Lightning – Class 3/Tier 3 – This though it has the same effect as before with the other alignment, it appear as ‘static’ sparks of electricity and will discharge outwardly (away from caster) causing damage to the surrounding area.
Metal – Class 2/Tier 4 – This spell is perfect for ‘fighters’ it provides a layer of “hardened aura” around the caster like an armor that is near impossible to penetrate, ideal for avoiding ‘damage’ while casting other spells.
Gems – Class 4/Tier 4 – This spell spreads out like spikes on the ground from the caster, depending on the person this ‘stone’ or gem differs from diamonds to rubies – the ‘gems’ attribute is very rare. These spikes can impale just about anything and if the caster has little control over the ‘flow’/‘direction’ it can even pierce them, this is a very dangerous spell used as Gem attributed spell, like most ‘gem’ attributed spells it’s considered extremely dangerous and those with this attribute are heavily guarded; it’s said only Dawn Clan Royalties have this attribute though – Unbalanced
Light – Class 3/Tier 5 – This spell emits a heling aura, light is often associated with ‘healing’ and that is true when come to Relic spells, this spell though heals without any discrimination meaning foes as well.
Darkness – Class 3/Tier 4 – Shrouding a large area in darkness and trapping everything in the vicinity in the most difficult ‘maze’ to escape; only the caster would be able to ‘navigate’ out of it able to just walk straight out if they have control over the spell. Other even if they ‘reach’ the edge of the darkness would not be able to exit and instead would be flung/teleported/shifted randomly to somewhere deeper in the area - Unbalanced
Nature – Class 3/Tier 4 – Whipping vines will protect the caster in a cocoon like shell while the user can still cast spells freely from inside that would just pass through the vines as though the vines did not exist. No one would be able to see in, but the caster can see clearly from inside; as if looking through a green filter
Psychic – Class 2/Tier 4 –Allows the caster (depending on their “psychic” attribute) t either see partly the near immediate future or hear the minds of those nearby. The greater their affinity with this attribute the further in the future they can see or the further away they can hear the minds of a person (perfect for scouting/tracking/guiding/guarding jobs where the idea is to be alert and prevent danger from ever getting close)
Spirit – Class 3/Tier 6 – This spell can be either classified as a class2 or class3 it all depends on the kind of spirit being summoned, a few time a mage in training would summon a spirit and due to their incompatibility with each other the spirit would go berserk, it is why the spell has been reclassified as a class 3 indefinitely. These spirits are the same spirits that Averisa summons using her blood, only difference is the caster to be able to summon these spirits again must sign a contract with the spirit or ‘trap’ and ‘seal’ it in (like in an animal; few mages are even able to seal them in artifacts like wand, staffs, pendants or amulets)
Void – Class 4/Tier 6 – Unbalanced – This spell will create a void in which time seems to slow down, but be warned many casters have been trapped in this ‘plain’ of existence unable to undo it and as it becomes ‘self-sustainable’ it can last an ‘eternity’; as such, many caster before have been ‘frozen’ in it instead of being able to use this alternate ‘dimension’ to their advantage. Those that can freely move here are able to appear as if they instantly teleport in the ‘real’ plain and can cast multiple ‘offset spell’ that will be unleased from the place they’ve been casted once the spell this spell is worn out or release. There has only been one case where an outsider had been able to ‘free’ a caster from this spell.
Celestial – Class 4/Tier 3 – This spell can turn back time momentarily, allowing the caster to avoid certain ‘death’ this spell can remain active up to 24 hours from being casted and the caster can undo time up till the moment of casting it but will have to re cast it once officially ‘used’. There’s no ‘backfire’ using the spell, nor any harm to the caster or surrounding area or other people, but due to its nature most ‘celestial’ spells are banned.
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