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Ars Magica

Taking great pride in his skill and knowledge of the magical arts he posesses, Sangatsu is a very difficult opponent to defeat with enchantments alone. Knowing almost every spell known to his kind does not necessarily mean he can cast it, for he specializes in the arts of Fire and Spirit Shamanism. He has a few spells in other categories, but his skill in the former two proves nigh unbeatable. Below is a list of his currently mastered 38 spells. Remember... THIS IS FOR OOC KNOWLEDGE ONLY!!!

The song in the background is a BGM for when he casts a 'finisher' spell, like Blast Nova.

Fire Shamanism

Balus Wall (barusu wooru)
Also known as: Valis Wall
Category: Shamanism / Fire
This spell is effective against flaming attacks (fire-shamanism, dragon's breath, and normal fire). Flames heading towards the caster would, instead of striking, would be diverted to the left and right of the spellcaster.

Bamu Rod
Also known as: Bomb Rod
Category: Shamanism / Fire
A whip of fire appears in the caster's hand, which can then be used to attack the enemy. The initial damage dealt is about the same as a Flare Lance, but since the caster can control the whip's movement, there is a greater chance of hitting the target, and it is possible to attack a target in ways which wouldn't be possible with a normal spell, such as swinging the whip horizontally and cutting the target. Since this spell has a variable duration, the caster can keep on attacking with the whip, another advantage over Flare Lance.

Blast Bomb (burasuto bomu)
Category: Shamanism / Fire
The strongest fire-shamanist magic. When the spell is cast, balls of light about the size of a fist appear. Up to this point, the spell is similar to Flare Bit, but each ball nearly has the same destructive power as Burst Flare. In another variation of the spell, the spheres may be clustered together in order to form a single massive conflagration.

Bomb Sprid (bomu supuriddo)
Also known as: Bomb Spread
Category: Shamanism / Fire
At first glance, this spell is similar to Fire Ball, but it delivers far less damage. The ball can be made to burst at any place the caster desires, though, making this spell is perfect for capturing fleeing enemies. Being a flash effect, no heat is released, so there is no need to worry about objects catching on fire.

Burst Flare (baasuto furea)
Category: Shamanism / Fire
A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue white flame. The flames can melt even a golem with ease. Against a human, not even the bones will remain. This is the strongest fire-shamanist magic a normal human can cast.

"Source of all power, crimson fire buring bright! Gather together in my hand and become an inferno... BURST FLARE!"

Burst Rond (baasuto rondo)
Category: Shamanism / Fire
The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is negligible. Even a direct hit will only cause burns, making this a good spell to use as a diversion or to frighten enemies.

Fireball (faiaa booru)
Category: Shamanism / Fire
A ball of fire appears between the hands of the caster which can then be thrown. Upon contact with an object, the ball explodes, spreading flames. Caution is necessary when using this spell in enclosed area or forests because this spell affects a wide area. This is the most popular offensive spell. One may use variations of this spell such as making the ball of light appear in places other than between the hands, or making the ball of fire explode on the word "Break." Being able to cast this spell is one of the criteria for a full-fledged mage.

"Oh, source of all power, light which burns beyond crimson, let thy power gather in my hand. FIREBALL!"

Flare Arrow (furea aroo)
Category: Shamanism / Fire
A spell which makes several fire arrows appear around the caster, and fly directly towards a target. The spell can be used to attack, or to make something catch on fire. The number of arrows that can be created depends on the caster's skill. Through careful arrangement, it is possible to make the arrows appear in places other than in front of the caster. This is the most basic offensive spell, but since the casting time is short, it is useful in combat.

"Source of all power, crimson fire burning bright. FLARE ARROW!"

Flare Bit (furea bitto)
Also known as: Inferno Array
Category: Shamanism / Fire
A spell which creates several dozen small balls of light which burst upon contact. Each ball deals about the same damage as a slightly strong punch, making this a useful spell when wanting to capture, rather than kill, a target. The spell can also be used to frighten enemies or to use the smoke to reduce the visibility of the target.

Flare Lance (furea ransu)
Category: Shamanism / Fire
Several Flare Arrows are fused together to form a spear which is then shot at a target. The spell can be used for destruction or to light fires, but by controlling the strength of the spell, it is possible to turn a large rock into a heater or a medium sized rock into a frying pan.

Flare Seal (furea shiiru)
Category: Shamanism / Fire
A pretty high-level anti-fire spell, which is so powerful that even while being in fire, no heat can be felt. However, using this spell in combat is difficult because of the long amount of time required for casting.

Rune Flare (ruun furea)
Category: Shamanism / Fire
Creates a flaming spear by drawing power directly from the fire spirit. This spell is slightly weaker than Burst Flare, but it is the strongest fire spirit magic which can only effect a single target. Since the spell is pure energy, rather than flame, there is no need to worry about objects catching on fire.

Val-Flare (varu furea)
Also known as: Va Ru Flare
Category: Shamanism / Fire
At first glance it looks like an enlarged Flare Arrow, but upon contact it causes a tremendous explosion and deals a tremendous amount of damage. It can be used against living beings, and also to open holes in ceilings. Care is needed when casting this spell in a wooden building because the building could catch on fire.

Vice Flare (vaisu furea)
Category: Shamanism / Fire
A stronger version of Val-Flare. Both firepower and the area the explosion affects have increased. With this spell, it is possible to open a hole in a wall through which an upright man can walk through. However, since the flames spread out over a wide area, using this spell indoors endangers the spellcaster.

Spirit Shamanism

Assha Dist (asshaa disuto)
Category: Shamanism / Spirit
A spell designed to attack undead. Most undead creatures such as vampires will disintegrate on contact.

Astral Break (asutoraru bureiku)
Category: Shamanism / Spirit
A spell which destroys the target from the Astral Side. It is powerful enough to take out a Brass Demon with one hit. This spell is powerful, yet requires little time to chant the spell.

Bram Blazer (buramu bureizaa)
Also known as: Blam Blazer
Category: Shamanism / Spirit
This spell shoots out a shock wave of blue light directly at a target. This is a valuable spell which can deal damage both to a target's spirit and body. However, this spell is not practical when trying to capture a target for interrogation, since both the target's spirit and body would have to be healed.

Chaos Zeal
Category: Shamanism / Spirit
By manipulating the Astral Plane and reversing energies used, an offensive spell may be sent back at its caster with half the usual strength it has. To cast this spell, the user must have a full understanding of the spell being used against him or her, and the chant must be pronounced flawlessly and clearly. If Sang held a secret that few could know, this spell would be that secret.

"Source of all souls which dwell in the eternal and infinite; everlasting flame of blue! From the space before me, send back that which seeks to destroy! ... Chaos Zeal!"

Divine / Search (tansaku)
Category: Shamanism / Spirit
Spell used to divine the location of an object. However, in order to do this, it is necessary to know the pattern of magic which the object possesses. In other words, this spell can only be used to search for magical items which the caster owned, or items which the caster marked. It isn't a perfect spell, but it prevents important items from getting misplaced or lost.

Elmekia Flame (erumekia fureimu)
Category: Shamanism / Spirit
Stronger version of Elmekia Lance. Instead of a lance, a pillar about as wide as a man's chest is shot out. It deals no physical damage, but since it attacks from the Astral Plane, it can easily destroy the spirit of a man.

Elmekia Lance (erumekia ransu)
Also known as: Flash Lance
Category: Shamanism / Spirit
A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes the target to fall unconscious for a period of time. A useful spell against spirit beings such as Mazoku.

Fehlzareid (feruzareedo)
Category: Shamanism / Spirit
A spiralling ray of light deals damage to a target. Since the spell doesn't travel in a straight path, it is harder to avoid than spells like Bram Blazer which travel in a straight line. Can deal enough damage to destroy a Brass Demon with a single hit.

Gark Ruhaad (garuku ruhaado)
Category: Shamanism / Spirit
Strong wind which deals both physical and mental damage attacks outward, with the spellcaster in the center. One of the few spells that can deal damage to both Mazoku and beasts. As long as allies remain near the spellcaster, they will not be affected which makes this a rather useful wide-range spell.

Goz Vu Rou (gozu vu rou)
Category: Shamanism / Spirit
A spell which summons a "shadow" which first deals damage to a target's spirit and then to the target's body. The shadow which appears on the ground heads for the target in a straight line and, upon contact, deals damage to the target's spirit from the Astral Plane. Since the shadow is "alive," it can not be dispelled by Lighting or other forms of light.

Gu Ka Douger
Category: Shamanism / Spirit
One of Sang's original summoning spells. Through the casting of this spell, the mage casts a circle on the ground. From this circle is born a dragon made of flames, commonly called a Pyro Dragon. Besides having a plasma breath attack and the fact that the flames which make up its body can melt iron, it moves like the wind and is not easily obstructed. The only way to defeat this dragon is through the use of powerful Spirit or Water Shamanism and Black Magic spells which call on Dynast Grauscherra's power.

"To my aid I call thee! Gu Ka Douger!"

Gu Ru Douger (gu ru duuga)
Category: Shamanism / Spirit / Summoning
This summons a Dimos Dragon, said to be only found in the Katart Mountain Ranges where the Demon King of the North lives. This dragon can only be damaged by powerful spirit-shamanist attacks or black magic. The dragon summoned in this way will not always obey the spell caster so caution is necessary.

"To my aid I call thee! Gu Ru Douger!"

Guumueon (guumuion)
Category: Shamanism / Spirit
Manipulating the Astral Plane, this spell surrounds the caster with a shield that completely shuts out all other spells. Since this spell is effective against all magical attacks, it is very powerful, but caution is necessary since objects like throwing daggers will easily pass through.

Guy Ra Douger (gai ra duuga)
Category: Shamanism / Spirit / Summoning
A spell which summons a Plasma Dragon, known for its powerful electric breath. Since a Plasma Dragon is similar to an Aqua Dragon, this spell can only be cast near large bodies of water.

"To my aid I call thee! Guy Ra Douger!"

Guy Ro Douger
Category: Shamanism / Spirit
The second of Sang's summoning spells. By casting this spell near a large body of water, or where there is a considerable amount of moisture or humidity, one can summon an Aqua Dragon, a draconian spirit physically consisting of water. Its breath is the opposite of the Pyro Dragon's; it freezes things with rapid abandon and ruthless efficiency, while its body could drown any breathing being by merely crashing down on the target with its body. Unfortunately, this spell is still imperfect as of yet, partially due to the fact that Sang is no good with magic concerning water. For now, the best he can do is summon the dragon and hope it attacks the antagonist.

"To my aid I call thee! Guy Ro Douger!"

Ra Tilt (ra tiruto)
Category: Shamanism / Spirit
The strongest spirit magic spell which envelops a target in blue-white light. This spell can only be used against a single target -- and only those that have spirits -- but its effect is absolute. The blue-white flame can destroy even a pure Mazoku with a single hit.

"Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!"

Shadow Snap (shadoo sunappu)
Category: Shamanism / Spirit
Spell which holds a target by manipulating the Astral Plane through the knife pierced in the target's shadow. A target affected by this spell can do nothing except cast spells. However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends. So, by using spells such as Lighting and Fireball to temporarily erase your shadow, the effects of the spell can be negated.

Shadow Web (shadou uebu, shadou uebbu)
Also known as: Shadow Wave
Category: Shamanism / Spirit
The caster's shadow stretches out like tentacles, which, by piercing the shadow of the target, brings about the same effect as Shadow Snap. It is possible to hold multiple targets by creating several tentacles at once. Can be negated the same way as Shadow Snap.

Black Magic

Flame Breath (fureimu buresu)
Category: Black / Offensive
An offensive spell which draws directly from the fire spirit, using his power. The spell starts as a small flame, exploding massively upon contact with the target. Since this is a flash effect spell, it will not catch things on fire. Only non-human mages can cast this spell due to the enormous magic capacitance required.

"Ateku... ra-zu-omu... ranaku-tsuraku... izu peku naomu... FUREIMU BURESU!"

Zelas Brid (zerasu buriddo)
Also known as: Zelas-Bleed
Category: Black / Offensive
Calls on the power of Greater Beast Zelas-Metallium, one of the five lords of Ruby-Eye. A thin band of light, more powerul than Dynast Brass, moves in any direction the caster wills toward the target. The basic structure of this spell is similar to that of Balus Rod. This is a good example for showing how the power of the spell depends on how powerful a being is called upon.

White Magic

Flow Break (furou bureiku)
Category: White
A spell which negates the effects of all spells within the area. Cannot be used during combat. 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.

Lighting (raitingu)
Category: White
The spell creates a ball of light which is about as bright as a street lamp. Normally the duration of this spell is 2~3 hours, but by shortening the duration the spell can be made brighter. A blinding flash of light, for example, can be made by decreasing the duration to a split-second.

"Light which burns beyond crimson flame, let thy power gather in my hand! LIGHTING!"

Sleeping (suriipingu)
Category: White
Makes creatures withing a certain area fall asleep. Those affected by this spell will stay asleep for about half a day, even if a dragon roars or a banshee screams. This spell is not taught indiscriminately because it can be used for criminal activities; usually, it must be constructed by the would be caster.

Wind Shamanism

Raywing (rei uingu)
Category: Shamanism / Wind
The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells.

Raza Klouva (raza kurouva)
Category: Shamanism / Wind
Flickering motes of light blow towards the target like a blizzard. The spell deals damage to both the spiritual and physical forms of a target. Avoiding this spell is nearly impossible to all but the most acrobatic.

Earth Shamanism

Dill Brand (diru burando)
Also known as: Explosion Array
Category: Shamanism / Earth
With the caster or the target at the center, this spell can blast anything upwards within a circular range of the ground, including dirt, rocks, or anyone inside. Since this spell's effects aren't lethal (though the resultant fall might be), it can be used to knock targets unconscious and capture them. In addition, the pillars of displaced dirt and rocks can be used to hide from or blind the target. There is a chance that nearby party members or hired help will also be blasted, but there's little chance they'll perish, so, in a way, there's no need to worry when casting this spell. Of course, there's no harm in exercising caution, either.

Vlave Howl (vureibu hauru)
Category: Shamanism / Earth
Turns a certain area in the line of sight of the spell caster into a pool of magma. Since the spell is directional there is no need to worry about whatever is behind the spell-caster, though the spell does affect a large area so that the spellcaster should throw the spell far enough ahead so as not to be enveloped in the effect.

"Infinite earth, mother who nurtures all life, let thy power gather in my hand! VLAVE HOWL!"