List of Spells from Western Magic
There are currently 26 documented spells from the school/system of Modern Western Magic.
A
- Acceleration Charm (Accelerat): increase the target speed; can be cast on self
- Amplification Charm (Amplifico): increases the power of a cast spell up to additional fold; can be cast in series
- Attracting Spell (Adtrahō): pulls the target towards the caster
B
C
D
- Deleceration Charm (Retarda): decreases the target's speed; can be cast on self
- Blast Curse (Demolitio): turns the target to dust
E
- Explosion Curse (Eruptum): causes the target object (inanimate) to explode
F
- Far Sight Charm: augments one's distance vision like looking through binoculars
- Fire Conjuration Spell (Flammo): conjures jet of flames or fireballs towards target; also see Igniting Spell
- Fortification Charm (Fortifca): increses offensive and defensive capabilities of the target; can be cast on self
- + gladius: sword
- + armatura: armor
- + galea: helmet
- + corpus: body
- + totales: all
- Full Body Bind Hex (Immōbilis): paralyzes the opponent completely (locked-in syndrome)
G
- Gigantification Spell (Execrescere): increases the size of an object; counterpart is the Miniturization Spell
H
I
- Igniting Spell (Incendio): sets an object on fire; also see Fire Conjuration Spell
- Imperium Curse (Imperio): hypotizes and controls the target (humans and animals)
J
K
L
- Lightning Conjuration Spell (Fulmino): conjures a bolt of lightning to strike target
M
N
O
P
- Pain Relief Spell (Dolor evanesco): reduces physical pain
- Petrification Curse: turns the target to stone
- Piercing Curse (Configo): shots an invisible bullet at the target
- Protective Charm (Protego): create a barrier that protects the target from all harm, magic or otherwise; can be casted on a person, object, or location. If cast on a human or object, then the charm protects that person or object from harm, physical or magical. If cast on a location, then it prevents entrance to all those the caster considers "enemies." "Friends", though, should have been able to enter without sensing anything.
Q
R
- Repairing Spell (Reparo): returns a damaged target object to its original form
- Repelling Spell (Repello): pushes the target away from the caster
- Expulsion Spell (Expulso): stronger variant of the Repelling Spell
- Reverti: returns a transformed target object to its original form
- Rope Tying Spell (Impedio): conjures ropes to tie the target
S
- Shield Charm (Scūtum): create a blue translucent barrier before the tip of the wand tip that protects against magic or other types of attack; can be breached by stronger magic or forcer
- Scūtum maximum: stronger variant of the Shield Charm
- Scūtum aegis: variant of the Shield Charm that produces a spherical barrier around the caster and desired surroundings; extends underground
- Stunning Charm (Stupefacio): impairs the target's physical mobility
T
- Teleportation Spell: teleports the user to any location which they can envision clearly and know the general direction of
- General Transformation Spell (Commuti): transforms the target into desired object; requires additional keyword to designate desired final form; can be used in series
U
V
- Vine Conjuration Spell (Ligare): summons vines/vine-line objects to restrain target; must be near plants
W
- Water Conjuration Spell (Aquaflumens): conjures a jet of water that ruses toward target
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