School of Demon Magic

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School of Demon Magic
Demonicssa.png
Magic Schools
Alignment Void Magic
Origins Entirely Kathar

The School of Demon Magic is a purely Void Planar Essence based Magic School which contains largely offensive and damage spells used to attack others. The Demon Magic School is entirely illegal in practically any state, except for among the Kathar, and any mage researching or casting Demon Magic automatically becomes a Black Mage, and is hunted and prosecuted by the Regalian Empire. It should come to no surprise that the Kathar were entirely responsible for the creation of Demon Magic, though Ailor were the ones to spread it afterwards, especially among Vampire populations. Demon Magic remains a signature move used by the Kathar, particularly against the Orcs and other fellow Nelfin.

Spell One Daguon: Shadow Dagger

Magic Rules Daguon
Casting Time Instant Cast
Reagents Required None
Items Required None
Counters
  • None

Shadow Dagger is a fairly utilitarian spell that mages can use. However, it has some practical offensive uses as well and is primarily used by Demonic mages to close the gap between themselves and a target or to buy time by creating distance between themselves and an enemy. When cast, Shadow Dagger imbues a dagger that is thrown with a magical charge, which before hitting a person, will cause the caster to flash to the handle as if they had been holding it all along. When casting Shadow Dagger, the mage does not need any charging time, however, the spell can only be cast in the direction of a person. Simply the spoken spell Daguon is invoked, after which the dagger is thrown. Whenever the dagger is about two feet away from the person, the mage will flash to the location as if holding the handle (though the momentum will cease). The fast casting time for this spell makes it incredibly practical during combat, especially because it can quickly be re-cast after casting, but there are also some inherent dangers. While it is not possible to impale someone by causing them to flash into a sword (in fact, the flashing will cause the sword to simply vanish wherever it would be hitting the person that suddenly materializes out of thin air), speaking out the spell and then following the trajectory makes the mages very predictable, they will always land where the hilt flies. Invoking Daguon without throwing the Dagger will result in the Mage phasing six feet backward, though this can only be used once every minute. This also cannot be done if there is a solid object behind the Mage.

Spell Two Natasm: Shadow Phase

Magic Rules Natasm
Casting Time 10 seconds
Reagents Required None
Items Required None
Counters
  • Aveyle: Blinding Flash
  • Interrupting casting

Shadow Phase is very similar to the Vampire ability of Dark Walking but is considered more effective when it concerns buying time or creating an escape. When Shadow Phasing, the mage will dissolve into a specter of shadowy smoke allowing them to disappear from a scene albeit slowly. When casting Shadow Phase, a mage must invoke Natasm and channel the spell for ten seconds before their body will simply implode within the blink of an eye and be replaced by a ghastly apparition of shadowy smoke. This apparition cannot talk, wield weapons or be hit by anything, after all, it is merely a shadow. It can move around, usually climbing objects to the height of an average carriage, and can seep their way through windows and doors but not small holes or cracks. While in this shadowy form, the apparition makes a howling noise, as if a man gurgling in his blood being dragged across the floor. This in itself makes Shadow Phase not very practical for sneaking up on people, and easy to follow unless the apparition can move through an area where a physical person cannot due to a locked door. The apparition form can be canceled at will at any time by the mage, but it will otherwise break after 3 minutes of being upheld. Additionally, Aveyle: Blinding Flash will cause the shadows to be forcibly ejected, and the person rematerialized.

Spell Three Malear: Corrupt Form

Magic Rules Malear
Casting Time 20 seconds
Reagents Required None
Items Required None
Counters
  • Interrupting casting

Corrupt Form is a purely offensive Demonic Spell, aimed at improving the combat survivability of the mage as well as their offensive capabilities. Corrupt form can best be understood as a spell that allows for localized mutations on the host, not even just on the mage themselves, but also anyone else whom the mage can cast their spell on. Corrupt Form is slow, so some time needs to be bought for the mage to complete the full spell. To cast Corrupt Form, the mage must invoke Malear, after which their hands are required to grab onto whatever they wish to channel the spell through. This can be done on various body parts, either the head, the forearms, the chest or the neck, with each having different effects. The total casting period takes up to 20 seconds and tends to be painful for the target, as it concerns rapid mutations. The mutated body parts will remain the way they become for a total of half an hour, after which they will slowly and painfully phase out. The differences between the body parts targeted tend to be rather extreme, but only one Corrupt Form spell can be active per target, and the mage can only cast one at a time. While an active Corrupt Form is still used, the mage cannot re-cast Corrupt Form.

Malear invoked on the head will cause the beast head mutation, causing the head to mutate to a demonic looking version of a wolf or lizard. This mutation is mostly aimed at giving the target sharp teeth for biting capabilities and enhanced vision in the dark. Malear invoked on the forearms will cause the forearms and hands to mutate to demonic black colored claws reminiscing of a hawk’s claws. This mutation is mostly aimed at giving the target enhanced shredding capabilities with their hands due to the claws. Malear invoked on the chest will cause the skin of the body overall to mutate to a darkened hardened leathery surface. This mutation is mostly aimed at giving the target more endurance, as their skin becomes extremely resilient to bruising damage and some limited superficial protection against slicing damage. Malear invoked on the neck will activate a relatively small yet useful mutation, causing the neck to form gills and the neck to harden and blacken. While this mutation is active, the person will be able to breathe underwater and is immune to any form of airborne toxin or gas that could be harmful otherwise.

Spell Four Mordan: Blood Slice

Magic Rules Mordan
Casting Time Instant cast
Reagents Required None
Items Required A Dagger
Counters
  • None

Blood Slice is a spell very similar to Ehtima: Starlight Blast, in that it creates a damaging blast of material aimed at knocking an opponent back. Blood Slice, however, inflicts more damage and is a lot faster to cast, yet also somewhat dangerous to the caster. To cast Blood Slice, the mage must have any knife on hand and invoke the Mordan spell. The invocation requires no channeling; the blade is ritually imbued with the Mordan spell, after which the mage must slice the palm of their hand to create a cut through which blood may flow. As soon as blood flows richly, it will leak, but not drop to the floor. In fact, the blood will remain in a state of suspension around the wound, after which the mage may flick their hand in the direction of a target. While normally this would send blood splatters in that direction, while Mordan is active, the blood will crystalize and form small slices of shrapnel. The first casting of this spell is always the most damaging, causing these blood shards to embed into their target deep enough to draw blood and cause them pause to remove the shrapnel, though not deep enough to damage internal organs or slice arteries. After the first cast, repeat casts tend to just cause pain by slicing the skin open. As long as Mordan is active, the mage does not need to re-cast it or cut their other hand; they are simply able to keep flicking their hand to send a few dozen small slices in a certain direction. That being said, with each flick, the mage will obviously become weaker. Blood is used to make use of this spell each time, and a mage that “throws” too much blood away will eventually weaken and pass out. Furthermore, the wound must be substantial enough to leak enough blood for the spell to work, meaning the mage will always require disinfection and bandages after usage, with the potential risk of an infection if the wound is not properly cleaned or treated.

Spell Five Aderla: Blood Bind

Magic Rules Aderla
Casting Time Instant casting
Reagents Required None
Items Required A Dagger
Counters
  • None

Blood Bind is, as a spell, very similar to Mending Light, but uses a different approach to healing a wound. Blood Bind uses the blood of the caster themselves to seal a wound, after which said blood would clot and form a magical paste that will heal the wound underneath. To cast Blood Bind, the mage must have a dagger on hand, and invoke the Aderla spell to start casting. When invoked, the dagger will be imbued with an enchantment of Aderla, which must then be used to cut the palm of the caster. When cut, the palm will begin to bleed profusely, but as opposed to leaking away, the blood will form a jelly-like substance in the palm of the caster’s hand, which can be applied to any organic surface. When applied, the jelly-like blood clot will harden and begin healing a wound underneath. This process usually takes about an hour, and requires the subject to be stationary, as moving too much might cause the clot to break, and blood to start pouring out. Blood Bind is very practical for Demonic spell casters to heal others and themselves, but should not be used after casting Mordan: Blood Slice. If Blood Slice was cast within five hours of the Blood Bind, then Blood Bind will simply not activate on the caster’s blood, which will refuse to pool into the jelly-like clotting substance and instead remain liquid.

Spell Six Bleste: Blood Curse

Magic Rules Bleste
Casting Time 10 seconds, physical contact after
Reagents Required None
Items Required None
Counters
  • Avoid physical contact

Blood Curse is one of the nastier Demonic spells that have no actual offensive capabilities and is in fact often used by mages just to torture non-mages. Blood Curse is a vile spell that causes a blood borne curse to be activated on a target, which while active, will cause the sufferer confusion and pains all over their body. The Blood Curse is not so inhibitive with its pain causing effects that it will completely paralyze a target, but it will seriously hamper their ability to focus, hold a conversation, or sustain a fight for longer than a moment. To cast Blood Curse, the mage must invoke the Bleste spell, after which they are required to channel an orb of dark red light in their hands for up to 10 seconds. After this orb has been channeled, it can be “pushed” into a person as if slapping them with a hand. If the hand motions within three feet of a person, that person will be infected with the Blood Curse and will suffer its effects until they are lifted.

A Blood curse can be lifted with the snap of a finger by the mage who cast it, but cannot be undone with any other form of magic besides Pervei: Cleanse Form of the Celestial Spells. There are also some Alchemical cures for it, like Villa Cleansing Tonic but generally speaking, these materials are not easily given by Alchemists or Healing Houses as the Blood Curse cannot be diagnosed that easily by mundane non-mages who have no experience with Demonic Spells. Most mundane healers will prescribe simple pain alleviating medication, which often just makes the situation worse as it causes growing frustration in the sufferer.

Spell Seven Dourva: Doppeldemon

Magic Rules Dourva
Casting Time 5 seconds
Reagents Required None
Items Required None
Counters
  • Interrupting casting

Doppeldemon is a spell that is usually classified as utilitarian as it gives a window to the Mage to escape, but it has also been used to provide a training environment for warriors associated with Demon Mages. Doppeldemon allows a Mage to create a mirror image of a person, the spell is cast on a specific person after which a demonic version of them materializes and begins to fight them. This demonic version looks the same, but their skin is darker, they have red eyes, and may sometimes have mutations that do not occur in the original. Doppeldemons, as they are called, possess the same combat skills of the target, meaning in training, warriors try to overcome themselves to improve in combat, or if a Mage attempts to escape, they are used to distract the opponent. Doppeldemon requires a five second cast time in which the Dourva incantation is recited, all the while focused on one person in viewing range. The Doppeldemon will materialize in front of the Mage, after which it will seek out the target and attack it with a version of its own weapons and combat skills (though never Magic skills). Doppeldemons remain unless dispelled by the original Mage, or if the Mage has been disabled and knocked out. Additionally, the opponent defeating the Doppeldemon, or vice versa, will also cause the Doppeldemon to vanish. Finally, if the Mage retreats beyond 50 meters from the target, the Doppeldemon will simply vanish. During a Doppeldemon spell, a Mage cannot cast any other spells while the Doppeldemon is active, as the Doppeldemon is materialized by their connection to Magic.

Spell Eight Tourna: Vile Twist

Magic Rules Tourna
Casting Time 30 seconds
Reagents Required None
Items Required None
Counters
  • Interrupting casting

Vile Twist is the ultimate spell of the Demonic Spells, meaning it requires all other Demonic Spells to be learned to be learnable. Vile Twist, in essence, is a spell that alters the natural state of the area around the spell caster in a way that it creates a sort of area of denial effect to some other forms of Magic. While inside the Vile Twist area, an Elemental Mage cannot cast Elemental Magic, while all Celestial Magic spells are unable to summon the light properties. Illusion hexes from Mind Magic do not function in this area either, and re-cast Mind Magic will not be able to affect the objects and materials inside the Vile Twist area. Furthermore, Soul Essence inside the area will immediately combine to form Poltergeists and start mentally terrorizing anyone but the mage who cast the spell inside the area to scare them out of it. To cast Vile Twist, a mage must invoke the Tourna spell and channel the spell for 30 seconds. When fully cast, the mage will smash an orb of dark energy into the ground, which will quickly spread up to 60 feet away and cause the area to change into a Vile Twist area. Vile Twist areas are found to have profound effects on the materials within- Wood will rot, the soil will become pestilent and repugnant, flowers will wilt, and the air will become thick with the smell of death. The spell does not affect living beings, though some vile creatures like Sewer Bloat Flies or Sewer Maggots have been known to go berserk and savagely attack those nearby. Vile Twist is not permanent, the area is only altered for a duration of half an hour before time is reverted and the area is un-twisted.


Accreditation
Writers MonMarty
Artists MonMarty
Processors Eccetra, Hydralana, Doc_Cantankerous
Last Editor HydraLana on 06/7/2018.

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