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White Magic

A Note on Curative Magic: Most curative magic works specifically by accelerating the bodies metabolism. The problem is that when the body is very weak, stressing it this way, can lead to untimely death. Suffice to say, that when a person is at 10% their HP or below, Cure 1, 2, 3, and 4 cannot be used on them or they WILL DIE from total organ failure. However, spells like Restoration works by charging the body with magical energy, so that means it will not kill the person no matter how bad off they are, thus we see the wonders of White Magic.

Level One

Blinding Flash
Range: 3m radius (10ft), up to 20m (66ft) away.
Duration: Instant
Saving Throw: Standard
M.P.: 1
This is the most basic of spells, which creates a sudden burst of intense, white light, temporarily blinding everyone in the radius. Victims are blinded for 1d4 melees, with a penalty for -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% for every 3m traveled. The saving throw is standard, so those who successfully save vs. magic are not blinded. Note: Does not affect bionic or cybernetic eyes.

Chaos String
Range: The strings can be shot
Duration: 5 minutes per level of experience
Saving Throw: None
M.P.: 3
Originally created for the purpose of construction work. Can also be used to entangle other objects (weighing up to 50kg+10kg per level of experience), but since the spell is weak, it can not prevent the target from moving.

Cure (By Lazar Cotoron)
Range: 30ft+5ft/lvl
Duration: Instant
Area of Effect: 3x3x2 cubic feet.
Effect: Restores 2D6 HP and 3D6 SDC
M.P.: 10
A basic healing spell that actually restores a decent amount of HP/SDC. Unfortunately, due to the nature of this spell which has it's roots in annihilating the undead, the magic must be saved against, even if it is a willing subject. However, the base to save is 14+spell power of the caster, and a willing subject does NOT add their save bonus.

Fishing Spell
Range: Fishing hook by touch
Duration: One minute per level of experience
Saving Throw: Fish make a saving throw vs. magic
M.P.: 5
Lina's original spell which makes fish bite onto the hook at the end of a fishing pole. Lina tries not to use this spell unless she's broke or something because there's a chance that all the fish in a river will become extinct, and it takes away from the joy of fishing.

Globe of Daylight
Range: Near self or up to 10m (33ft) away
Duration: 3 minutes per level of experience
Saving Throw: None
M.P.: 2
A small globe or sphere of true daylight is magically created. The light is bright enough to illuminate a 4m (14ft) area per level of experience. Since it is daylight, it can keep vampires at bay just beyond the edge of the light and may frighten subterranean or nocturnal creatures. The creator of the globe can mentally move it along with himself, or send it up to 10m ahead. The maximum speed at which the glove can travel is equal to Spd. 12.

Lantern Light
Range: 3m (10ft) - can light up a room
Duration: 30 minutes per level of experience
Saving Throw: None
M.P.: 1
The Lantern Light spell creates a small sphere of light that is less brilliant but longer lasting that the Globe of Daylight. It floats within 10ft of the spell caster and can be mentally moved to hover at direct angels and posistions as the mage desires. This magic light may be though of as a magical, floating light bulb with a dimmer switch. The intensity of the light can be mentally adjusted to the equivalent of a 50 watt to 300 watt lightr buble, whatever suits the creator. Note: This is not sulight, so it will not damage vampires, though it may keep them at bay.

Sense Evil
Range: 25m (82.5ft) radius
Duration: Two minutes per level of experience
Saving Throw: None, however, a psychic mind block anything designed to protect from magic (like a circle of protection) will prevent this spell from working on those under the protect.
M.P.: 2
This spell will enable the caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the radius, one, a few, several, or many. It can also register the intensity of the evil and pinpoint the general location of the source to a particular room, object, or person, or an approximate distance (close, near, far etc.)
Evil emanations from human and most mortal beigns are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention.

Level Two

Bless Water (By Lazar Cotoron)
Range: Touch
Effect: Changes 2 gallons of water/lvl to Holy Water.
M.P.: 15
This spell changes up to 2 gallons of water per level of the mage to Holy Water. I'm sure that you can already think of uses.

Cleanse
Range: Self, one person and the clothes he's wearing up to 3m (10ft) away, or two people by touch
Duration: Instant
Saving Throw: None
M.P.: 6
This is a simple but incredibly useful spell designed to remove dirty and drime from the body of a living being and the clothes they wear. Magic energy flows over the person and magically removes dirt, grim, stains, and just about anything that the spellc caster considers 'unclear'. The recipient of this magical instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One piloe of clothes, weighing no more than 10kg (22lbs) can also be washed in place of a person with clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites suchs as ticks and fleas.

Extinguish Fire
Range: 6m (20ft) radius, up to 25m (82.5ft) away
Duration: Instant
Saving Throw: None
M.P.: 4
The mage can instantly snuff out a specific area of fire. Must be cast multiple times to put out a larger area.

Spirit Sight (By Lazar Cotoron)
Range: Line of Sight
Duration: 5 min/lvl
M.P.: 10
This spell allows the caster to see the souls of people in place of the people-essentially, a magical way to look into the spirit world. Many people have human souls, others have animal souls, others have very powerful spirits and do not realize it. Still others have no soul.

Turn Dead
Range: 10m (33ft) diameter around the caster
Duration: Instant
Saving Throw: Standard -2
M.P.: 10
This is the most basic spell used for eliminating the forces of the dead. All animated dead within the defined diameter around the caster, failing the saving throw, will find the magic sustaining them eliminated, causing the puppets to crumple into heaps on the ground.

Level Three

Cauterize (By Lazar Cotoron)
Area of Effect: Single Target
Duration: Instant
M.P.: 20
This spell instantly scorches all wounds on a person shut so they stop bleeding. However, for every 20 SDC and 10 HP the person has taken, Cauterize deals 1 pt of damage to that person.

Cure 2 (By Lazar Cotoron)
Range: 60ft+5ft/lvl
Area of Effect: 3x3x4ft
Duration: Instant
Healing: 2D6 HP or SDC/lvl
M.P.: 20
An intermediate curative spell that restores more HP/SDC than Cure.

Holy (By Lazar Cotoron)
Range: 120ft+10ft/lvl
Duration: Instant
Effect: Blast target with a blaze of concentrated white magic.
Area of Effect: Targeted, one given target.
Damage: 2D6+1D6/lvl of caster
Penetration: +5
M.P.: 15
Special Conditions: Roll to strike as per normal, but add 3. This attack works only on non 'good' aligned charecters and creatures.
The current white magic attack that is much more widely known than it's much more powerful counterpart, Pearl, Holy inflicts Holy elemental damage, which hurts undead and SN Evil like a beotch.

Life Source
Range: Self
Duration: Instant
Saving Throw: None
M.P.: 2 M.P. plus Hit Points or S.D.C.
By using the Life Source spell, the mage is abile to convert their own life energy (S.D.C. and/or hit points) into M.P. The advantages of this is that the mage does not have to spend time drawing on magic energy, and instead draws on their own life force to drive their spells. However, casting life source inflicts physical pain and weakness. The sacrifice of portions of their own life force in order to create magical energy racks the body with sharp pain and invisible physical damage. Obviously this is a spell of desperation.
In game terms, the sacrifice of 2 S.D.C. is = 1 M.P., and the sacrifice of 1 H.P. = 2 M.P. The mage can accidentally kill themselve by burning up all their hit points. If hit poitns reach zero (even if S.D.C. is available), the character falls into a coma and is -20 to save vs. coma and death! Furthemore, for every 10 S.D.C. or 5 H.P. converted, the caster becomes weak and is -2 on all rolls for bonuses, saving throws and combat, while skill rolls at -10%. At some point, the character can do little more than sit or lay in a heap to mumble spells and speak - too weak and hurt to move. Note: This damage resists both bio-regen and magical healing, but is not permanent and will heal at the normal rate.

Negate Poison/Toxin
Range: Self or by touch
Duration: Instant
Saving Throw: None
M.P.: 5
The mage can magically turn a posionous substance inert, rendering it harmless. The magica can also be used to instantly negate poison in the bloodstream, preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used cannot be reveresed with this spell.

Sunflash
Area of Affect: 3m(10ft)+1m per level radius around the caster
Duration: Instant
Saving Throw: Special
Penetration: None
M.P.: 15
A powerful anti-vampire spell, creates a brilliant flash of sunlight that will scorch and scour any vampires nearby for 4d6 damage, plus requiring them to make a save vs. pain or suffer the standard penalties for being in sunlight for one melee. Also note that the Sunflash has a blinding affect equal to a Blinding Flash.

Vas Gluudo
Range: Can be projected up to 1m infront of the caster
Duration: Instant
Saving Throw: None
M.P.: Varies
A spell which creates a magic barrier the size of a small shield. It is effective against all types of magic and doesn't take much time to cast, so it is a well-balanced defensive spell. This is one of the few spells that can actually be cast in reaction to an attack because of it's simplicity. There are a few requirements though. First the caster must be able to see or know that the attack is coming, and they must be facing it. The maximum strength of the shield is dependant of how much M.P. the caster can draw in one action (remember that's 1/5 of your total C.A.), and the shield generates 5 S.D.C. for every 1 M.P. put into it, and is impentrable so long as it has 1 S.D.C. left. This spell uses up an action until the caster reaches level 6, at which point they are able to cast it without using up an action. The parry role is determined by half the characters P.P. and Hand to Hand Combat Bonuses. If the attack exceeds the ammount S.D.C. the shield can block, then it shatters the shield and the remaining damage is done to the caster. If the damage exactly matches the S.D.C of the shield, there is a nasty sort of feedback and the character loses their next action to knockback.

Ultima (By Lazar Cotoron)
Range: 60ft+5ft/lvl
Duration: Instant
Effect: Blasts target(s) with the energy of souls that have fallen to injustice.
Area of Effect: 3x3x5 cubic feet.
Damage: 3D6x(lvl-3) of caster.
M.P.: 20+5/lvl of the caster.
Penetration: +3
Special Conditions: Ultima will NOT work on creatures of good alignment, unless they are misguided. Even then, Ultima does NOT do damage to them, but shows them a vision of the force they are serving. If AFTER being showed the vision the good aligned charecter still fights as a champion for the dark force, Ultima IMMEADIATLY deals it's normal damage, and will deal it's normal damage each time it is cast on the target. Ultima is +5 to strike most targets, and +7 to strike evil.
A fairly powerful offensive spell that can be used to blast one's enemies into thinking twice before they attack you again.
"Strip away vanity and show reality! ULTIMA!!!"

Level Four

Cure Minor Disorders
Range: Touch or 3m
Duration: Instant
Saving Throw: Standard (if unwanted)
M.P.: 10
A unique bit of curative magic that will instantly relieve minor disorders and illnesses such as headaches, indigestion, gas, heartburn, nausea, hiccups, muscle stiffness, low fevers and similiar. This invocation will also negate simple curses that inflict minor disorders.

Iron to Silver (By Lazar Cotoron)
Range: Touch
Effect: Changes any one iron object into silver.
Duration: Permanent
M.P.: 45
This spell changes any IRON object into VERY low grade silver. What does this mean, exactly? It means that while it might be silver, it will sell for less than the iron it was. However, it will have all the perks of a silver weapon other than being somewhat ugly to look at. Of course, a talented black smith could fix that, but the weapon will not sell for anymore than it cost to fix, and honestly the silver to gold conversion is pretty bad anyways.

Requiem (By Lazar Cotoron)
Range: Ear shot (could be miles if on cliff).
Duration: Permanent.
M.P.: 35
Ritual Time: 1hr
This ritual takes it's name from music. Requiem litterally means 'mass for the dead'. This ritual will prevent any who have fallen beyond the abilities to be raised from being turned into the eternally damned undead.

Seal
Range: 30m (100ft)
Duration: 5 minutse per level of experience
Saving Throw: None
M.P.: 7
The mage can magically prevent any inanimate object from being opened. The only way to open the sealed object, is to smash it or break it.
At early levels, the character can only seal one item per incantation. However, at level four, the character can seal eevery door, window, and enclosure within a 30m area (that can be an entire house up to three stories high), but costs an additional ten points.

Shield of Light (By Lazar Cotoron)
Effect: Creates a glimmering full body shield.
Range: Self or others by touch.
Duration: 1 min/lvl
M.P.: 30
This spell creates a fully protective shield of magic energy (considered to have an AR of 19) that will absorb 50 SDC+10SDC/lvl.

Turn Undead
Range: 10m (33ft) diameter around the caster
Duration: Instant
Saving Throw: Standard -2
M.P.: 25
Almost identical to Turn Dead except for the fact that the Undead (mummies, ghouls, nasu, vampires, etc.) are also affected in some way. 1d6 Undead per level of experience are affected. This means that those creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him. Those 'turned' will not come back for twenty-four hours. This spell will not affected higher class undead, like Master Vampires, or Vampire Intelligences (if you use those stupid things), nor will it have any affect on half-breeds like Wampyrs and Dunpeals.

Unseal
Range: Touch
Duration: Instant
Saving Throw: Standard
M.P.: 14
Basically the counter-spell to Seal. Unlike Seal, Unseal will only work on one object at a time. Also, there is a fair chance that the seal will still hold. The Seal gets a saving throw vs. magic equal to that of the mage who casted it, of course it will have to save against any Spell power or other bonuses that the mage casting Unseal might have.

Watchguard
Range: 2m (7ft) radius per level of experience
Duration: One hour per level of experience
Saving Throw: Special
M.P.: 10
Watchguard sets up an invisible magical aura around a particular area that will instantly alert the caster should anything potentially dangerous or openly hostile come into the area. Each intruder gets a save vs. magic at -5. If they save, they penetrate the area without alerting the mage. If they fail, the mage is instantly alerted to the potential danger, knows approximately how many intruders (but no who or what they are), and , if asleep, will awaken knowing a threat is nearby. It does not indicate the location, type of danger, nor does it register Astral Travelers.

Level Five

Counter-Sleeping
Range: Up to two by touch
Duration: Instant
Saving Throw: None
M.P.: 10
Spell to awaken those who won't awaken with normal means.

Arc Lightning (By Lazar Cotoron)
Range: 60ft
Area of Effect: Varies
Damage: Varies
Save: Dodge!
Penetration: Automatically penetrates metal body armour, but does no damage to the armour. Does half damage to hide armour and half damage to the wearer.
M.P.: 45
Arc Lightning is more 'thrown' than anything else-the mage conjures up a ball of blazing white lightning and whips it at his opponents. Arc Lightning travels in a line, however the bolt is 6ft long and can be thrown in a curve if the mage wishes. If the lightning is thrown as a straight bolt, it inflicts 6D6+2/lvl to anything in its line of travel. If thrown as a small curve (being 2-3ft wide), it inflicts 4D6+2/lvl to everything in it's line of travel. If thrown as the widest possible curve (4-6ft wide), the bolt inflicts 2D6+1/lvl to everything in its 6ft wide path of destruction.

Call Spirit (By Lazar Cotoron)
Effect: Calls a spirit of light.
M.P.: 50
Duration: 1 hr or until the spirit decides it wants to go back-whichever is later.
This spell calls a spirit of light. It's up to the mage to convince it to help him/her out.

Lifeblast
Range: Can be cast on one target up to 10m (33ft) per level of experience or two by touch
Damage: Varies
Duration: Varies
Saving Throw: Varies, typically as none, automatically hits its target
M.P.: 15
Used on the living, the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character it is cast upon. This renewed faith motivates the character to press on and provides the following bonuses for the first melee round he is affected by the magic: +3 on initiative, +1 on all combat rolls, +1 melee attack/action, and +1 on all saving throws.
After the first melee round and the for the next half hour: +1 on initative, +5% on the performance of all skills, and +10% to save vs. coma & death.
In the alternative, the Lifeblast can be used against the creatures of death and the undead with interesting results.
Antimated Dead: Negates the magic on the animated orpse, and the hellish thing drops lifeless to the ground.
Kill Vampires: The undead are too powerful and evil to be driven away easily, but each life blast inflicts 1d6x10 damage to vampires. Only a Master Vampire can roll to save vs. magic. If successful, they take half damage.

Mend Cloth
Range: Touch
Duration: Instant
Saving Throw: None
M.P.: 6
This spell can make a tattered, torn, holey, or old piece of fabric or an article of clothing the size of a blanket as good as new - magically repairing tears, holes, thread bare areas from wear, etc. This spell can also be used to get rid of otherwise impossible to remove stains (but nothing will ever get out chocolate ;-p). The magic only works on cotton, wool, and silk cloth; not leather, felt, furs, rope, metal, padded armor or articles 'filled' with feathers or other types of padding.

Raise (By Lazar Cotoron)
Area of Effect: Single Target
Duration: Instant
M.P.:
70
This spell has a chance of raising the recently deceased and automatically stabilizes a person in a coma. If the person has been dead for 30 minutes or less, the chance to raise that person from the dead is 20%+5%/lvl. Any longer, and the person is beyond the capabilities of this spell. This spell will also restore 2D6 HP above 0 when the person is revived.

Sleeping
Range: Touch
Duration: 1 hour per level of experience
Saving Throw: Standard
M.P.: 10
By touching the target in the forehead, and, failing a save vs. magic, they are put into a magical slumber from which they will not awaken by normal means. Only standard spells of magical negation or 'Counter-Sleeping' will awaken the victim.

Will of the Ancients (By Lazar Cotoron)
Effect: Imbues power to target/channels holy energy through something.
Range: 10ft
Area of Effect: Single target.
Duration: Variable, depending on circumstance
M.P.:
80
This spell calls for on the power of the Ancients to either empower the caster, the casters friend, or to channel holy energy through someone/something. The length and effect of each enchantment is as follows: Self: Grants 2D6 PS and PE. Add 2 to PP, MA, ME. Duration: 1 hr Other to Empower: Grants half of the bonuses of self empowerment. Duration: 30 min. Channel through an Object: If it responds to Holy/White magic, whatever it's purpose, it will respond positively if White magic is the key, and negatively (sometimes VERY negatively) if White magic is its antithesis. Channel through a Person: Will reveal true nature and if an SN Evil creature, cause the creature to flee in terror for a period of 2 minutes/lvl of the caster. May also reveal magic items and the like.

Level Six

Cure 3 (By Lazar Cotoron)
Healing: 1D4x10 HP or SDC/lvl
Range: 30ft
Area of Effect: 3x3x5ft
Duration: Instant
M.P.: 50
An advanced curative spell that restores a lot of HP/SDC.

Create Bread & Milk
Range: Up to 1m infront of the caster
Duration: Permanent
Saving Throw: None
M.P.: 15
This incantation creates 2d6 loaves of bread and one gallon of milk held in jugs which disappear when emptied.

Shell (By Lazar Cotoron)
Effect: Reduces physical damage
Range: 20ft+5ft/lvl
Duration: 2 min/lvl
M.P.: 45
This spell will reduce physical damage to a person by 25%.

Sheltering Force
Range: Around self or up to 10m (33ft) away
Duration: One hour per level of experience
Saving Throw: Not applicable
M.P.: 20
The Sheltering Force is essentially a light force field that appears as a semi-opaque, bluish-white dome. The 'shelter' cane be small enough to accomodate two people, or big enough to accommodate six (eight cramped). In either case, it resembles a dome shaped tent made of semi-opaque plastic. It is dry inside and maintains a temperature that is 10 degrees Fahrenheit cooler than the outside in hot weather and 10 degrees warmer in cool weather. It will hold smoke in, so any campfire must be made outside. The magical shelter keeps rain, winds, and insects out, but animals, people, and spirits can come and go as they please, much like a real tent. Furthermore, if attacked, the sheltering force will only stop 1d6 damage per each attack/blast/arrow/whatever, with the remaining damage penetrating the force and possibly hitting those inside - the semi-opaque nature of the field fmeans that those attacking from outside cannot get a clear shot and are -3 to strike.

Ward of Light (By Lazar Cotoron)
Range: 20ft+5ft/lvl
Effect: Protects people from magic.
Duration: 2 min/lvl
M.P.: 45
This spell gives the person it was cast on +1 to save vs magic for every other lvl of the Mage (lvl 1=+1, lvl 3=+2, lvl 5=+3, and so on). Also, any direct damage magic will see its effect reduced by half.

Tongues
Range: Self or others by touch
Duration: Five minutes per level of experience
Saving Throw: None
M.P.: 12
The magic enables the character to perfectly understand and speak all spoken languages at 98% proficiency, including elemental and alien tongues. However the character must spend one melee listening before they can speak a completely alien language.

Words of Truth
Range: 1.5m (5ft)
Duration: One minute per level of experience
Saving Throw: Standard, but the enchanted person makes a saving throw for each question asked. A successful save means he doesn't have to answer. Questions can be repeated.
M.P.: 15
A person affected by this enchantment is compelled to answer all questions truthfully. The spell caster must be within 1.5m and he can ask two brief questions every 15 seconds. It is wise to keep questions simple and clear to avoid confusion. The victim is compelled to answer only the spell caster.

Level Seven

Holy Light (By Lazar Cotoron)
Range: 75ft+5ft/lvl
Area of Effect: 20ft diameter hemisphere, reaching 10ft up in the air at highest point.
Duration: 1 melee
Damage: 1D4x10 to evil mortals, 2D4x10 to SN Evil, and instantly destroys undead.
M.P.: 80
This spell calls forth the power of the forces of light to shine their radiance into one small area for a brief amount of time, however it is quite long enough to to severely hurt evil people/creatures and utterly annihilate the undead, regardless of the form.

Lightblade
Range: Self
Duration: One minute per level of experience
Damage: 4d6+1 damage per level of experience
Saving Throw: Parry or dodge
Penetration: +4
M.P.: 20
This spell creates a sword of brilliant white light in the hands of the caster. The size of blade is controlled by the caster, but cannot exceed more than 1m in length until level 5, at which the length can be extended up to 2m. The blade is weightless, and serves as an extension of the sorcerer, is +1 tos trike, and can be used to attempt to parry energy attacks (no special bonus).
Against vampires, shadow creatures, and other things vulernable to light, the Lightblade inflicts double it's normal damage. However the sword inflicts no damage agianst those immune to energy, and only the spell caster can use the Lightblade.

Null Magic (By Lazar Cotoron)
Effect: Nullifies spell magic.
Range: 200ft.
Area of Effect: Single target or 10x10ft area.
Duration: 2 melees/lvl
Save: Standard if a single target, +2 if a target in the area.
PPE: 50
This spell prevents mages who do not save vs magic from casting spells by creating a localized magical vacuum (ala Flow Break). Pretty straight forward, eh?

Purification
Range: Touch or 1m (3.3ft)
Duration: Instant
Saving Throw: None
M.P.: 20
This spell purifies food and water, cleansing it of disease, bacteria and poisons/toxins. Up to 20kg (44lbs) of food or 35 litters (9.1 gallons) of waters/fluids can be purified.

Reflect (By Lazar Cotoron)
Effect: Reflects spells with a certain probability.
Range: Self or others by touch.
Duration: 1 min/lvl
M.P.: 60
This spell puts up a magic barrier that has a 1-33 chance of reflecting the magic directly to the caster, and a 34-80 chance of deflecting the magic to somewhere else (GM's may decide that somewhere else). On a roll of 81-00, the spell strikes as normal.

Level Eight

Call Angel (By Lazar Cotoron)
Effect: Calls a Angel
Duration: 1 hr or until the seraph decides to go back-whichever is later.
M.P.: 80
This spell calls Angel. It's up to the mage to convince it to help him/her out.

Exorcism
Range: 10m (33ft)
Duration: The spell casting takes three minutes, but the results last six months or longer.
Saving Throw: Standard, or 16+ by ritual.
M.P.: 30
Exorcism is a powerful holy spell that forces a possessing supernatural being to relinquish control over the enslaved person, animal or object. Forced out of its host, the evil entity will try to possess any other human or animal within the immediate area. The horrid thing gets two attempts at possession. Fortunately, the incantation protects the original victim with a bonus of +12 to save vs. possession and the mage conducting the exorcism has a bonus of +6 to save vs. possession. Anyone else nearby has no extra bonus (unless certain precautions are taken ahead of time). If the evil force fails in both of its attempts to take possession, roll percentile on the following:
01-52 The evil is instantly returned to its own dimension
53-00 The being can continue to exist in our world, but must immediately flee the area and cannot return for at least six months.
Note: Ritual exorcism always has a greater chance for success, but takes two hours to perform.

Flow Break
Range: Can be cast up to 10m (33ft) away
Area of Affect: 2m (6.6ft)+1m (3.3ft) radius per level of experience
Duration: Instant or One minute plus one additional minute at levels 3, 6, 9, 12, and 15.
Saving Throw: None
M.P.: 40 for instant affect, 100 for prolonged duration
A spell which negates the effects of all spells within the area. Except for white magic, all spells take their strength from the energy created by altering the natural flow of energy; this spell negates other spells by returning the flow of energy to normal, also, all magical and rune weapons will be rendered inert in the area of the flow break, but holy weapons remain at full strength. Despite how fast the sorcerer can channel the necessary M.P., this spell is very difficult, requiring analyses of the magical energy flow to properly place the magical vacuum, and takes two melees to cast. If cast within a dimensional pocket or something of that order, the caster and anyone else within the Flow Break radius will find themselves taken out of the d-pocket to the nearest open space corresponding to the pockets location in the real world (i.e. you will not find yourself teleporting into solid mass and dieing a mean painful death). This spell is so powerful that it can even possibly cage creatures of magic. However there are certain conditions that must be met. When dealing with non-intelligent creatures of magic (like brass daemons), the spell caster mearly must have a higher level of experience than the creature. However, when dealing with intelligent creatures of magic and the supernatural, such as Mazoku and other daemons, the caster must have their white magic power boosted by some outside source, like daemons blood, or being in a holy place (like when Amelia used Flow Break in a temple of Suifeed to trap Mazenda). This can only work on lower hierarchy mazoku and daemons, and will not work on the higher order.

Redemption (By Lazar Cotoron)
Effect: To long to explain here
Range: Touch
Duration: Instant, though the afflicted may believe days have passed.
Save: Standard magic save, +2 if good, no modifier if selfish, -2 if evil.
M.P.: 90
This magic causes the life of the victim to flash before their eyes, showing them every evil thing they ever did. If successful, roll percentile to determine if the person drops their evil ways or simply stalks off. 1-33% (1-22% if Diabolic)-Complete turnaround, alignment reversel, drops evil ways cold turkey. 34-66% (23-44% if Diabolic)-Runs away, so shocked by everything it just witnessed. 67-00 (45-00 if Diabolic)-Doesn't care-is actually GLAD it did those things and goes as far as to remember some of the more evil things it did and then use them on the unsuspecting group of fools that tried to change it. +1 on initiative, +2 strike, parry, and dodge.

Rune Breaker
Range: Immediate area of the pentagram
Duration: Permanent as long as the pentragram remains intact.
Saving Throw: None
M.P.: 100 to activate permanently
By creating a ward in the shape of a hexagram, all magic (including weapons and rune weapons) within the pentagram is weakened, except for white magic which finds it's magic significantly increased. This spell does not depend on the skill of the caster, but instead depends on the size of the pentagram. The larger the ward, the weaker offensive spells and unnatural enchantments become. Note that the pentragram may be made in any way desire, whether it is by drawing in the dirt or with chalk or water or blood, or even by stacking stones, or in the case of Seiyrun in Slayers, the organization of the streets is such that the entire city is a giant pentagram. Because of this the spell is very subjective and I leave it up to the GM to determine the severity of the Rune Breaker's effect. Note that Rune Breaker can not be disrupted by other magics, even Anti-Magic Cloud, as long as the pentagram remains 25% intact.

Level Nine

Cure 4 (By Lazar Cotoron)
Healing: 1D4x10 HP AND SDC/lvl
Area of Effect: Single Target
Duration: Instant
M.P: 75
The most powerful healing magic.

Dispel (By Lazar Cotoron)
Effect: Dispels magic-PERIOD.
Range: 10ft.
Duration: Permanent
M.P.: 75/250 for the ritual.
This spell will instantaneously dispel the magic of any item, the magic of any curse, the magic of wards, and the magic in magic armors and weapons. This spell CAN dispel runed weapons and otherwise indestructable magics, but it requires a 2hr ritual that has a 33%+3%/lvl rate of success. Can also dispel magic entities, but they get to save vs magic at +4. Dragons, Gods, and other such greater creatures of magic are immune.

Pearl (By Lazar Cotoron)
Range: 250ft+30ft/lvl
Duration: Instant
Effect: Blasts the target with the ultimate in white magic offense
Area of Effect: Targeted
Damage: 1D6x10+2D4/lvl
M.P.: 90
Special Conditions: The target must be evil. Pearl will not affect people or creatures of selfish or good alignment.
The big brother of Holy, Pearl is the ultimate white magic attack. Said to be able to utterly annihilate most demons in one shot.
"Wind and flame, power shining bright, into my hands you shall ignite! Water and Earth, from rock to sand; from ocean to stream... Grant me the power to wield heaven's might! PEARL!"

Purge
Range: Self or other by touch
Duration: Instant
Saving Throw: None if the treatement is wanted, but +8 to save if the character refuses treatment
M.P.: 50
Purge is a powerful spell that enables the caster to remove all foreign substances from their body or another. This spell will instantly destroy any diseases (bacteria and viruses), and parasites (worms, etc.). Unless the character wishes the keep them, this spell even magically purge -force out and off, not kill, magical symbiotes and cybernetic implants. The mage can even exorcise possessing forces, provided that they have enough control over their body to perform the purge.
Unfortunately, physical damage, scarring, deformity, or mutation that may have occured remains, of course, all symptoms, effects, penalties and potential future damage is stopped and the cause is eliminated.
This does not work on creatures of magic, or supernatural beigns.
Those who are unwilling, such as someone with a symbiote not interested in lossing it, or a character under the control of a possessing entity, are allowed to save vs. magic at +8 to save! If the recipient is willing, the magic will automatically work.

Water Wine
Range: By touch or up to 4m (13.2ft)
Duration: Instant
Saving Throw: None
M.P.: 30
A spell that changes ordinary fresh water into wine, affecting 35 liters (9.1 gallons) per level of experience. The wine is fair to average quality, with the quality increasing by 5% per level of experience.

Level Ten

Banishment
Range: 30m (100ft)
Duration: Two weeks per level of experience
Saving Throw: Standard
M.P.: 65
A powerful invocation against the supernatural, which forces one lesser supernatural being, including daemons, deevils, entities, brass daemons, and maju, per level of experience, to leave the immediate area (100m/330ft radius). The creature(s) cannot return for at least two weeks per level of experience; most will completely leave the area unless there is something that entices them to stay. Each being gets to roll to save vs. magical. A successful save means that they are not banished. As always, a ritual has a greater chance of success (area & duration increased by 50%, 16 or higher is needed to save) than a spell

Holy Bless
Range: 1km radius from the caster
Duration: Instant
Saving Throw: None
M.P.: 150
This spell destroys all low-level undead (animated, Banshee's, Labassu, Ghoul's, Nasu's, Zombies) within a certain area around the caster. The spell's greatest strength is not the effect of the spell, but the area of effect of the spell: large enough to affect a small city. The spell has no effect on living things, so there's no need to worry about where to use the spell. However, this spell draws on so much magic power that it is impossible to cast this spell more than once a day.

See in Magic Darkness
Range: Self or two others by touch, line of sight
Duration: One minute per level of experience
Saving Throw: None
M.P.: 40
This spell enables the recipient to see in darkness, even magic darkness, as if it were daylight. This spell is even effective in a Shadow Wall (no penalities and can travel through at wtice the normal speed), against Cloak of Darkness (the character can see into the magical darkness perfectly), and against shadow creatures (can actually see them lurking in the shadows, as long as they are moving, if they stay still then they are much harder to percieve, relatively equivalent to the Chameleon spell).

Level Eleven

Finger of Lictalon
Range: Touch
Duration: 10 minutes per level of experience or until the weapon is dropped.
Saving Throw: None
M.P.: 150
This spell transforms an ordinary knife, sword, or spear into a superpowerful magic weapon. The weapon crackles with blue-white flame that completely engulfs it's entire length. The magic fire does not hurt the person holding it or any character of good alignment, but inflicts 4d6 damage to the mortal creatures and 1d6x10 to supernatural beings and creatures of magic of selfish or evil alignment.

Remove Curse
Range: Touch
Duration:
Instant
Saving Throw: Standard
M.P.: 70
The mage can attempt to remove any type of magic curse by using this incantation. The curse gets it's own save vs. magic, determined by the save vs. magic bonuses of the person who cast the original curse. If the saving throw is made then the curse is still in full effect, and the curse must be attempted to be removed again.

Level Twelve

Amulet
Range: Holder/wearer of the amulet
Duration: Until the amulet is destroyed
Saving Throw:
None
M.P.: Varies
This is a powerful enchantment usually invoked by the religious White Mage sects for the purposes of creating holy objects of protection. The only requirement is that the to-be-enchanted object be made of silver purified by fire or made of atleast semi-precious stone.
There are several protection enchantments that can be bestowed.
Warding: Standard enchantment granting the wearer +1 to save vs. magic and psionics. M.P.: 150
Mind Guard: Adds a bonus of +4 to save against magically induced insanities or illusions. M.P.: 150
Vitality: Specifically protects against magic and ordinary sickness. +6 to save vs. magic sickness and +3 to save vs. disease. M.P.: 180
Iron Will: +2 to save vs. horror factor. M.P.: 200
Dead Bane: Prevents any of the lower undead from physically touching the wearer. Works like a cross. Effective against wild and second vampires, mummies, ghouls, nasu, banshees, and labassu. Will not affect Master Vampires. M.P.: 250

Lance of Longali (By Lazar Cotoron)
Effect: Calls forth a mystic recreation of Longali's lance.
Range: 120ft
Duration: One melee
Damage: 2D6 to mortals, 2D6x10 to Evil mortals, 3D6x10 to SN Evil.
Save: Dodge!
Penetration: M.P.: 150
Longali was an ancient Pallidan, said to have slain raging demon hordes with only his steed and his lance to battle with him. Since then, a group of White Mages got their hands on his lance and destroyed it in an ancient ritual that enables the lance to be called upon magically instead of only by being physically present with one person. Yeah, I know what you're thinking-I coulda' been a hero who took down hordes of demons with that thing too!

Level Thirteen

Sanctum
Range: A stationary room or several connecting rooms
Size Limit: 10x10m (33x33ft) room/area +1 square meter (3.3ft) per level of epxerience
Duration: Lifetime of the mage or until cancelled
Saving Throw: None
M.P.: 230
The mage can protect a room of a certain size from mystical influence by using this spell. The room is instantly turned into a save haven, or sanctum, free of magic disturbance. Even white magic will not work within this zone. While inside, the mage cannot be found by the locate spell or magical tracking, cannot be seen by second sight or crystal ball, and cannot be affected by bonding magic. Even more impressive is that any creature of magic or the animated dead cannot enter the sanctum. Higher order creatures, such as daemons, deevils, elementals, or mazoku, cannot enter unless they save vs. magic ritual (16 or higher, don't forget to take into account Spell Power bonuses). Greater beings like Mazoku Generals/Priests, Mazoku Lords, gods, etc, ordinary humans and mortal humanoids are not affected and can enter at will.
Furthermore, any hostile action made within the sanctm will magically teleport the agressor outside the protected room before they can finish their attack or spell. They can reenter by any hostile action will pop them back outside.

Level Fourteen

Restoration
Range: Touch
Duration: Instant
Saving Throw: None
M.P.: 200
This is a powerful healing incantation. The magic will instantly and completely heal wounds, cuts, bruises, burns, broken bones, etc. It also restores full S.D.C. and hitpoints, while leaving only minimal scarring. It is so powerful that it can heal internal organs, mend bones, and even reattachs severed limbs, such as a hand, arm, finger, foot, leg, etc. Substitute limbs and oragns cannot be used. Nor can this invocation restore life or replace missing limbs or organs.

Level Fifteen

Luminaire (By Lazar Cotoron)
Range: 200ft
Area of Effect: 40ft diameter and 15ft tall hemisphere.
Duration: 30 seconds
Damage: 3d6x10 to the entire blast area
Save: Move it or lose it.
Penetration: Automatic
M.P.: 200
This spell, like Dark Matter of Black Magic, ruptures space and time to create a localized supernova. This spell also does double damage to SN Evil. Also, the spell is harder to dodge depending on how close to the center you are. You're the target/center of blast: -10 to dodge You're within 5ft of the target/center of blast: -5 to dodge You're in the blast radius: -2 to dodge

Resurrection
Range: Touch
Duration: Instant
Saving Throw: None
M.P.: 250
This spell will restore life into the decessed. The resurrected person will have all their hit points, memories, abilities, and skills that they had at the moment of death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months.
Sucess Factor: Regarldess of the spell casters experience, the chance of success is 1-45%. The spell can be attemped on the same corpse no more than three times. If still unsuccessful another magic weaver may try. Six failed attempts means the person is beyond all help.

Spells of Legend

Angel Morph (By Lazar Cotoron)
Range: Self
Duration: Until cancelled.
Save: None.
M.P.: 140.
The mage's link with angelic forces has become so strong that he can actually become one. This transformation can either be to imitate a specific kind of angel, or to make an entirely new kind. If imitating an existing angel, use the physical stats of that creature and acquire the special abilities. If making a new creature, consult with your GM.

Megido Flare
Range: 1k+500m radius from the caster per level of experience
Duration: Instant
Damage: Instantly obliterates all undead and malignant ghosts/spirits
Saving Throw: None, if you're undead, you're dead (pun not intended)
M.P.: 300
The ultimate spell for obliterating the Undead. Rivals the Dragu Slave for shear area affect, Megido Flare creates a brilliant white light that covers a large area surrounding the caster. Undead, ranging from animated undead, to mummies, to vampires, all within the radius are purged from this world and obliterated, becoming nothing more than wisps of smoke to be carried off by the wind. Very dangerous for a human to cast without some kind of magical amplifier.
"You pitiful twisted creaters, not of this world... by the Light of Purity I possess, I bid thee, begone to the nexus of our two worlds! MEGIDO FLARE!"