top of page

Spell Information

────────✧────────

Spells are one of the main types of magic in the world of Shinseina. Spells are old, and often they require the person to have some level of affinity for them.

────────✧────────

aron-visuals-_l4yffWjgt4-unsplash.jpg

The Power Of Imagination

Spells are a core part of the world of Shinseina, so old that its history isn't even known today.

Spells are magical instructions that, when executed correctly under the right conditions, result in a desired effect. They rely entirely on mana drawn from the caster, making them a form of universal magic; anyone with mana can theoretically use them.

Spellcasting follows three core steps; without these steps spell can not take shape, can not form. These steps are vital, not just in the creation of spells, but in the usage of them and learning of them.

  • Channeling - Channeling requires the user to flow the mana within their body in a specific order, to trigger the spell they wish to occur. This is usually done through the speaking of a phrase, commonly in the spell language, that ignites a certain motion to the mana. This allows the mana to trigger the effect required by the user. In some rare cases, movement is also a valid means of channeling.

  • Imagining - Imagining is the step that comes after channeling, but is tied to it very closely, as the user's imagination is a large factor in what they wish to accomplish. Without a clear idea in mind about how the spell should work, it can often end with the spell failing, or in worse cases, backfiring.

  • Presenting - Presenting is the final step of the process and the part that puts it all together. Once the spell is channeled and the imagination is clear, the user then needs to output their mana in such a way that it affects the mana around them, and causes it to react, thus activating the spell. While simple to explain, this process is very delicate, and any interruption to that flow of mana can lead to damage to the user. The same can be said for any spells used on the body of the user themselves.

Due to their complexity, modifying or creating spells is an advanced, difficult task, though not impossible.

The origin of spells is widely debated. Most researchers believe ancient civilizations developed a magical language to harness mana. The exact methods they used remain unknown. Despite this, modern researchers have organized spells into defined categories, each with unique traits, requirements, and potential paths of mastery.

Non-Elemental Magic is the purest form of magic; it doesn't rely on any element and is made out of pure mana only.

Elemental Magic has many branches within it, and each branch specializes in something different, with its own capabilities.  Currently, the known elemental spell branches are Fire, Water, Wind, Earth, Ice, and Electricity. 

 

Ritual Magic is an older, and uncertain type of magic that is much stronger for casting spells that require lots of mana, people, or even a price to be paid to cast.

 

Enhancement Magic is a rather basic form of magic, and its main property is using mana to empower the body and strengthen it, such as making it stronger, faster, durable, or even aiding in healing internal injuries.

 

Enfeeblement Magic, while similar to Enhancement Magic in the sense that it affects the body directly, however it is directed at hindering the body. Commonly used to injure or hinder the body of opponents, torture, curses, and so on.

 

Alteration Magic is a complicated and still unsure form of magic that uses mana to manipulate the material around them, allowing them to move or change it to their liking.

 

Conjuration Magic, commonly used by people with familiars, allows the person to summon things and command them. Often, the magic requires a price for the summoning to be done, and commanding the thing summoned requires strong willpower and strength.

Max at a time 1 A 2 B 4 C 6 D

Max by themselves 1 A 3 B 5 C 8 D

 

Illusion Magic, a commonly known type of magic, but hard to practice and master, allows the user to interfere with the senses of others using their mana, either confusing them, making them see things, or outright messing with their senses.

White Arts is a magic category that often has properties such as light, healing, knowledge gathering, or affiliated attributes of some kind. White arts are neither good nor bad; like all magic, it is simply how the user utilizes it. White arts are often considered the opposite of dark arts, though they don’t directly counter dark arts by nature. 

 

Dark Arts, as Dark Mana is more difficult to control than other mana types, its use is more methodical and exact. While not viewed as inherently bad like any other type of magic, the adverse effects dark mana has on living things do cause magic revolving around it to be dangerous and thematic to undeath, blood, and other bodily functions.

 

Psionics is the manipulation of the mana in and created by one’s mind. The minds of others cannot be bent, but they can be overloaded. These spells are dependent upon the mental strength of the user, requiring any caster to be intelligent as well as magically talented to use them to their fullest capabilities.

 

Nature Magic is similar to Earth Magic. However, it specifically is the magic of plant life, vegetation, and other greenery. Unlike Earth, which is minerals and solids, nature magic has life to it. This magic is harder to use than other elements because of the living aspects of it and often requires vocal components or hand motions as part of its spells.

Lifeforce Magic is an old and very dangerous type of magic; only in recent times have records of Lifeforce Magic begun to appear. Lifeforce Magic, as the name would imply, is a type of magic that is derived from the usage of one's very lifeforce as a source rather than mana; as such, it can be used even by those who are not able to access or control mana.

Your life force is dependent on your Lifespan; if Unaging, it is 1000.

Space and Time magic is an ancient form of magic that revolves around the usage of either space or time to bend them to their will. It is considered very rare and often takes a lot of effort to learn and master, as most understanding of the subject is lost to time.

anton-darius-5Kt4DKFUiQk-unsplash.jpg

Deeper Understanding

Spells are a complex form of magic, and to truly understand them, one must deeply research them.

Spells can be ranked in strength, as well as in how easy they are to come across.

  • D-Rank - Simple, low-cost spells; widely accessible.

  • C-Rank - Slightly more complex; modest mana use. They can be found, however, require some searching, and are not common in all shops.

  • B-Rank - Medium difficulty and cost; takes time to learn. Much rarer, often requiring completion of missions or searching for them.

  • A-Rank - High-level, powerful spells with steep mana demands. Very rare, coming across them takes a lot of time and effort.

  • S-Rank - Unique, extremely potent spells.

Furthermore, spells have a cooldown that are specific to themselves. For example, if you use the Conjure Wisp spell that has a five-turn cooldown, you cannot use that spell for five turns. You can, however, use another spell the next turn.

In most cases, you can only use one spell a turn; however, it is possible to cast more through progression​. However, cooldown isn't the only issue, drain is. Using spells constantly can drain a person's mana, with the rank of a spell playing an important role in the drain.

  • Casting a spell of S-Rank usually completely drains the user, meaning that they can't cast another spell during the day.

  • Casting a spell of A-Rank is very draining, meaning that there should be a cooldown of four turns before casting another spell.

  • Casting a spell of B-Rank is draining, meaning that there should be a cooldown of two turns before casting another spell.

  • Casting spells of C-Rank and D-Rank is not as draining, meaning that there is no cooldown before casting another spell.

 

By default, your character can have as many spells as listed on your status information on the status page; aside from that, you get a few buffs depending on certain things. With more being able to be gained through roleplay.

  • Being above 200 in age allows you a boost of +2.

  • Being a Perm Race gives you a boost of +2.

  • Being a Perm+ Race gives you a boost of +3.

 

For anyone to be able to learn higher-level spells, they need to have an affinity for magic and a spell of the previous rank.

annie-spratt-F1IM_5RHQ8o-unsplash.jpg

The Art Of Spell Bending

To go beyond simply learning and step onto the path of creating.

Spell Making and Bending is a process that is simple to explain, but much more difficult to complete, growing more complex as the level of the spell and the user's knowledge increases.

Before discussing spell creation, it’s important to understand how existing spells can be modified, or bent. Bending a spell requires practice, experience, and, most importantly, knowledge.

To illustrate, consider the D-Rank Nature Spell: Thorn.

The default incantation might be something simply in the spell language but let's translate it to common tongue for the sake of this explanation.

"Extend and pierce, Thorn."

With proper visualization, this would manifest as a thorn the size of a hand-held rock, fired from the user's hand at about 60 mph, capable of piercing several inches into wood.

But what happens if the channeling and visualization are slightly altered? Suppose the incantation is simplified.

 

"Extend, Thorn."

This change produces a weaker but more versatile version. The thorn extends outward, but without the speed or force of the original. This example shows that bending typically doesn't make spells stronger. In most cases, bent spells are weaker or offer a different effect.

Strengthening a spell is possible but involves forming a much more complex channeling phrase and having a crystal-clear image in mind. Even experienced users often fail when trying to do this.

Therefore, while bending can adapt spells to fit specific needs, it remains a skill that demands significant trial, error, and discipline, with a high chance of failure.

Spell making is far more difficult than bending. Unlike bending, which alters existing spells, creating a new spell from scratch requires developing entirely new mana channels, crafting proper incantations, and maintaining an exact mental image.

Even with all those components, executing a new spell remains unlikely due to numerous uncontrollable external factors; however, it isn't impossible, and creating a spell is more useful than one could think. Customized spells can be catered to the person's wants and needs.

bottom of page