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Magic in Demijoure

Demijoure is a land filled with magical energy and the means to utilize that energy for one's purposes. Magic is in everything; the water, air, earth and fire including many of the unseen and higher powers of the world. However, this lifeblood is based from the magical energy, which seeps from the magical plane. This plane overflows with the energy that helps to create life and take it away in Demijoure.

Magic, however, is not without its limitations; it is only as useful as the user can manipulate. Magical practitioners through the centuries have attempted to harness the essence of the magic tapping into its true source only to eventually fail. Through their efforts, they have created new and ever-present ways to help others manipulate the magical energy that exists all around in the form of spells.

Spells in Advocates are categorized by the amount of power they draw upon to use, and the amount of effect they have on the world around the caster. All users of magic understand the most basic or innate abilities of magic and very few ever reach the levels of parallel or chaotic magic. All spells in Advocates take time to cast, and the power of the spell is based heavily on the level and the amount of time taken by the user.

Spells



Innate Spells

  • Elemental Magic, Basic set of spells that governs over the elements; fire, wind, water and earth.
  • Non-elemental Magic, Any non-elemental force such as light, dark, and gravity.
  • Healing, Basic Healing Spell, this will fix some wounds you have encountered
  • Reanimate, Reanimate smaller creatures to do one simple task.
  • Endurance, Cast to gain unnatural endurance for a time.
  • Energy Pulse, A pulse of pure magical energy that can be shaped to the casters whim.
  • Blast Back. A quick blast of energy that pushes objects or adversaries away from the caster.

  • Psyonic Spells

  • Telekinesis, A broad term for a spell that allows the caster to become slightly intouch with the Mental plane, as well as effect objects slightly.
  • Deafness, Temporary deffen an opponent with psyonic energy.
  • Psy Beam, A blast of psyonic energy that damages an opponent.
  • Mind Game, Upon contact the caster pulls a target into a seperate reality.
  • Mind Crush,
  • Force, The ability to fully control and move objects with force of will.
  • Enchantments, Enchant an item with energy giving it slight magical properties.
  • Charm-animal, The ability to charm an animal and influence it to do your bidding through magic.
  • Curse-person, This spell places a curse of the caster's choice upon a certain target.
  • Blessings, This is a way to remove curses, remove damage, or generally protect individuals.
  • Blind, Temporary blind and opponenet with a blast of psyonic energy.
  • Charge Weapon, Charges a weapon with extra energy to deal more damage.
  • Plainer Jaunt, Removes the caster to a neighboring plane of their choice for a short time to move.
  • Mental Weapon. Create a weapon out of psyonic energy for a limited time.

  • Blood Line

  • Soul Drift, Strong spell that allows the user to pull the soul out of an opponent or damage their lifeforce.
  • Blood Star, A spell that uses the casters energy to damage their opponent of opposite alignment.
  • Disciplines, A spell used to enforce blood traits and boost casters ability greatly after meditation.
  • Chi, Using their inner energy, the caster produces magical flames around their body.
  • Blood Flow, The caster can change the blood flow within the targets body.
  • Alter Self, Slightly alters the casters appearance.
  • Animal Shift, Changes the caster into an animal of their choice for a short period of time.
  • Commune, Allows caster to speak with any living creature or life form.
  • Tongues, Allows caster to speak with deceased creatures and evil forms.
  • Dead Skin, Allows the caster to ignore the pain or numb wounds, but with great side effects.

  • Cerebral Spells

  • Telekinesis (full), Like the lower level spell only the caster is greatly intune with the mental plane. Also it gives them more telekenitic abilities. As well as the ability to read the minds of those less powerful.
  • Mind Control, This spell allows the caster to fully control the mind of a subject.
  • Telekinetic Force, A spell that allows the caster to manipulate objects without the use of their hands only their mind.
  • Illusion Spell,
  • Distortion,
  • Invisibility, This spell causes the caster or a target to become invisible with some limitations.
  • Mind Pulse,
  • Divination,
  • Summoning,
  • Anti-Magic,
  • Anti-Life,
  • Anti-Death,
  • Transfigure Body Part (Temporary/ Permanent),
  • Suppression.

  • Parallel Spells

  • Nod,
  • Limbo,
  • Nova Minor,
  • Cosmo Beam,
  • Doom Gate,
  • Ultima,
  • Abyss,
  • Angel of Death,
  • Demon's Spirit,
  • Neutrickle,
  • Imagine Axel,
  • Black Orb,
  • Heavens Light,
  • Matrix,
  • Necromancy,
  • Banishment to Plane,
  • Teleportation, Void,
  • Austraux Molding Clay,
  • Core Craft,
  • Ethereal Craft,
  • Sabast's Aura,
  • Black Ball,
  • Transfigure Greater Animal (Human or Humanoid),
  • Transfigure Animal,
  • Transfigure Plant,
  • Planer Shift,
  • Temporal Distortion,
  • Wings of a Saint.

  • Power Words

  • Blind,
  • Kill,
  • Stun,
  • Death,
  • Destroy,
  • Burn,
  • Confuse,
  • Bless,
  • Drift,
  • Poison.

  • Chaotic Level Spells

  • Ultimate Sacrifice,
  • Fore Coming,
  • Demonic Wrath,
  • Nova Major,
  • Chaos Summon,
  • Time Axel,
  • Curriers Fee,
  • Calbh (Destiny's Rain),
  • Planer Void,
  • Evolution.