Site hosted by Angelfire.com: Build your free website today!

Magic/Special Skills/Guardians



Magic is distributed in multicolored chrystal stones called 'Runes', as long as the rune is in the caster's possession they have the power to cast the spell. Runes must be obtained by a challenge of the gods or passed down through family bloodlines.

There are many types of runes, other magics still unknown. This is a list of runes that have already been discovered. Each rune can only carry up to five spells, so even the runes discovered may have hidden spells.

Runes are scales from magic dragons, all located surrounding the mythical city of Nevermore, keeping the barrier well balanced and protected. More often than not, only the gods can obtain the specific scales from the dragons, yet anyone daring enough to challenge one of these dragons may be able to obtain a rare, one-of-a-kind rune that none have seen before. The most common runes and those already obtained are listed below.



~Life Magic~
Cure Rune (white)
Cure I: restores some energy
Cure II: cures minor wounds
Cure III: cures wounds and restores energy
MasterCure: cures fatal wounds
Life Rune (white)
Life I: restores breath
Life II: restores heartbeat
Life III: restores brain activity
MasterLife: restores all
Heal Rune (white)
Heal I: removes a status effect
Heal II: removes all status effects
Holy Rune (white)
Light Stream: a stream of starlight
Light Storm: a powerful storm of moonlight
Light Flare: a bright flash of sunlight
Ultimate Light: omni attack of all holy light
Immortality Rune (white)
Gives it's possessor immortality when fused into them
[*Note: Only one immortality rune left in existance.*]

~Shadow Magic~
Shadow Rune (black)
Demi: 1/4 damage and slowly drains an enemy's HP
Shadow: Hides an ally
Shadow Flare: Shadow attack on all
Ultimate Shadow: Massive damage shadow attack on all
Death Rune (black)
Zombie: Causes undead status
Death: Takes away all HP
MasterDeath: Final Death
Doom Rune (black)
Doom: Countdown of possessor's choice until death
Curse: afflicts the victim in all status effects
Doomsday: Massive Shadow and Holy magic
[*Note: Only one doom rune left in existance.*]
Chaos Rune (black)
Destruction: Causes things in the area to break or fall
Mayhem: Causes people in the area to argue, fight or start wars
Chaos: A massively destructive attack that will begin causing a total turmoil of chaotic activity in that area. [*Note: An extremely rare rune.*]
Stealth Rune (black)
The Stealth Rune, like many others in it's Support spectrum, has no subskills but simply allows it's possessor the ability to move without sound or motion, and has been owned by Maudlynn's champion since it's creation.

~Elemental Magic~
Fire Rune (red)
Fire Fire: attack on one ememy
Flame Blast: Fire attack on a group of enemies
Fire Storm: Fire rains down on all enemies
Solar Flare: Massive fire attack on all enemies
Water Rune (blue)
Whirlpool: Creates a large whirlpool that flings an enemy around inside it until the spell ends or they drown
Torrent: Large current attack that sweeps enemies out of the way, doing some damage
Tsunami: Massive attack on all enemies
Ice Rune (iceblue)
Ice: Ice attack on one enemy
Ice Strike: Ice attack on a group of enemies
Blizzard: Attack on all
Freeze: Freezes an enemy
Earth Rune (green)
Wall: Traps an enemy
Quake: Earth attack on all enemies
Engulf: Swallows an enemy
Living Planet: Plants of all kinds aid the spellcaster
Wind Rune (violet)
Aero: Wind attack on one
Tornado: Wind attack on all
Rush: Wind rushes at an enemy to prevent them coming closer
Smother: Wind crushes an enemy
Thunder Rune (yellow)
Lightning I: Lightning attack on one
Lightning II: Lightning attack on a group
Lightning III: Lightning attack on all
Catastrophe Rune (amber)
Tornado: Wind attack on all enemies
Volcano: Fire attack on all enemies
Hurricane: Water attack on all enemies; randomly removes enemies from battle
Earthquake: Earth attack on all enemies
Apocalypse: Massive nonelemental attack on all enemies
Storm Rune (cloud)
Wind and cloud will form together with rain, thunder and lightning to form a thunderstorm or with frost to form a winter storm. This rune has no attack power, nor any one elemental strength. It is for summoning purposes only and it's usefullness is purely in the eye of the beholder.

~Time & Space Magic~
Time Rune (gray)
Slow: Slows an enemy down
Haste: Speeds up an ally
Stop: Stops an enemy temporarily
Meteor Rune (gray)
Comet Meteor: attack on group
Comet Shower: Meteor attack on all
Traveler Rune (gray)
Past: travel into the past.
Future: travel into the future.
[*Note: Only one traveler rune left in existance.*]

~Phantom Magic~
Illusion Rune (iridescent)
Voices: Makes a person hear premeditated voices
Visions: Makes a person see premeditaded visions
Dreams: Controlls a person's dreams
[*Note: Only one illusion rune left in existance.*]
Charm Rune (gold)
The Charm Rune can only be utilized if the possessor has mastered it's power, meaning that from owner to owner, it must be mastered by it's recipient as it was mastered by the one passing it on. It has no direct skill, but allows it's user to target any living thing they set their eyes upon, and even the deities of Nevermore are not immune to it's effects.
[*Note: only one charm rune ever existed and it's possessor is never known, even by the gods*]
Enchantment Rune (magenta)
The magic of the enchantment rune is very difficult to harness but once under control it can be one of the most useful runes to have. Enchantment will make the possessor appear to be whatever the enchanted desires most thereby making them idle to the holder's commands when the enchantment succeeds.
Grief Rune (stone)
Has the power to amplify grief a target feels tenfold, mentally or physically.
i.e. A slight wound could feel like a lethal one.
Temptation Rune (lavender)
The magic of this rune will tempt people into doing things their minds would normally tell them not to do, whether they want to do it or not.

~Other Magic~
Status Effects Runes (orange)
Poison, Sleep, Silence, Paralize, Confuse, Berserk, Blind, Petrify [fear and stone], Sandman
Sandman Rune (ghost white)
The Sandman Rune is more or less an amplifier to the Sleep rune, allowing better control over not only the ability to cast sleep, but to manipulate it.
[*Note: the Sandman Rune was created by Orion himself for benign purposes, but was stolen by a daring thief who could never utilize it, thus the rune floated around until the holder of the Dragon Sleep Orb was born*]
Support Magic Runes (teal)
Dispell, MP Absorb, HP Absorb, Protect, Escape, Sense, Reflect,
Steal, Counter, Shield, Barrier, Slash-All, Chance
Chance Rune (turquoise)
The Chance rune has no set subskills, but grants it's possessor a mystical mixture of luck, risk and gamble. So highly protected because of it's potential for misuse, the rune was born along with it's possessor, also the holder of the Chance Orb.

~Gifted Magic~
Age Rune (Indigo)
This run can keep it's possessor practically ageless, allowing them to revert from any age from infant to ancient, with any age their minds retain the same. However, this rune does have hidden dangers and must be used with a mastered hand less it's user makes themselves or their target too old or too young with lethal effects. **This is NOT like the immortality rune-possessor is still vulnerable to death.
[*Note: this rune is only allowed to be possessed by High Priests/Priestesses of the gods*]
Empty Rune (empty)
This rune will only work in a master's hand, and similar to the charm rune, it can only be utilized if the current possessor has mastered it's power. It can cast any runic magic, however, each type of magic must be mastered individually before it can be used effectively. This rune is exceptionally powerful but takes infinate years to master entirely.
[*Note: this rune is only allowed to be possessed by High Priests/Priestesses of the gods*]

~Manmade Magic~
Alchemy Rune (clear)
Fingerprint: allows possessor to see the very soul of target
Biomech: allows possessor to unravel target's genetic code
Trap the Soul: allows possessor to trap the soul of any living target within the rune itself
[*Note: the alchemy runes were created on Exile, but only one still remains in existance*]




~Individual Magic and Special Skills~
A person's special skills and/or individual magic must be based on the magic listed. Cannot master both Shadow & Light. Cannot master more than one element. Special Skills are unique attacks, that the possessor is born with. Everyone's individual special skills are different in some way.


~The Guardians~
A guardian is either an Angel or a Demon sent to protect or assist a specific master. The guardian becomes one with the human by linking with the spirit. A guardian will be most effective with masters of the same element. A human cannot have more than two guardians or risk mental damage.
A guardian/human relationship is something built without the interfearance of a god. Guardians will stay on their own volition, even with the loss of divine favor. A guardian may even choose their master but are most often assigned by a god and most can be influenced by that god at all times.


BACK