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
 

X

 

Y

 

Z


Articles under List of Spells from Western Magic


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