School of Leveia Magic

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School of Leveia Magic
Meiramanda.png
Magic Schools
Alignment Exist
Origins Mostly Cielothar

The School of Leveia Magic is a largely Exist Planar Essence based Magic School which contains spells related to so called Magus Familiaris, magical creatures that can be used to cast a great deal of utilitarian spells. Leveia Magic is a fairly accepted form of Magic, though many of the spells are forbidden due to their risk for collateral damage. A Mage that is trained in Leveia Magic walks the line between Light Mage or Grey Mage, depending on the spells they learn and use on others around them. Leveia Magic is often described as some of the most beautiful magic, as even though the spells themselves aren’t visible, the Magus Familiaris come in a wide range of shapes and colors and patterns, creatures that in and of themselves are a wonder to look at.

Spell One Nymphe: Winged Wonder

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

Nymphe is a purely defensive spell that most Leveia Mages know. It is largely also the reason why Leveia Magic is called the way it is, as Leveia means butterfly in Elven. Nymphe as a spell acts like a shield against harm of any kind, through a swarm of butterflies that swirl around the caster. These butterflies aren’t actually real butterflies, they are Magus Familiaris, which have the appearance of butterflies, but do not require sustenance or rest and practically never die. When a Mage has learnt Nymphe, a swarm of butterflies always flies around them or rests on their shoulders. The butterflies have wings shapes, colors and patterns with a wide range of variety, though mostly dictated by the personality of the Mage. A chirpy jovial Mage might for example have yellow butterflies with round wing shapes, while a more somber Mage might have dark blue butterflies with long frail wings. Nymphe as a spell is always active, meaning it requires no actual casting. When a dangerous object, for example, a sword or an arrow makes contact with the Mage, the swarm of butterflies rapidly swirls around the object as if it were to impact them instead. While the sword might appear to pierce the Mage, it actually does not, and when pulled back, pulls several dead butterflies with it. This spell can activate three times every 24 hours, and will prevent any harmful attack (including punches, stabs, slashes, pricks, yet not poisons or frost or fire) from landing on the Mage up to those three times, as long as the harm is to be inflicted by a physical object. Once those three times are over, the butterflies disperse as an indication that the Mage is now open to harm.

Spell Two Apocra: Blinding Swarm

Magic Rules Apocra
Casting Time Instant Cast
Reagents Required None
Items Required None
Counters
  • Aveyle: Blinding Flash

Apocra is very similar to Nymphe, though uses the butterflies in a more direct manner. Apocra when cast causes a group of butterflies to dash towards a target and rapidly swarm around their body and notably their head, thus obscuring vision and orientation. The butterflies do not actually harm the person it is cast upon, but they certainly disable their ability to properly see or know in which direction they are facing for 10 seconds at least. After the first ten seconds, the person may slash a weapon or their arms around to break the spell anywhere between 3 and 10 seconds after. The butterflies simply drop dead on the floor when the spell is broken. Apocra is cast by simply invoking the Apocra spell, after which the effect is instant depending on the hand gesture of the Mage in the direction of the target. Apocra can instantly be dispelled by the Celestial Magic Blinding Flash spell. Additionally, Apocra can only be used once every 24 hours.

Spell Three Victaayr: Forlorn Control

Magic Rules Victaayr
Casting Time Instant Cast
Reagents Required None
Items Required None
Counters
  • Removal of the Victaayr

Victaayr is a more offensive spell, though it is often used in a defensive manner. Victaayr as a spell has a Victaayr Familiaris, a scorpion like creature, deposited on a person after which it will imbed its stinger in their neck, and make them susceptible to a single act. When latched on, a Victaayr will remain on the neck of the victim with its stinger attached. They remain under the control of the Victaayr for a duration of 24 hours, or until they have fulfilled their one task. When the spell is successful, the Mage may instruct the victim to fulfill one task. Examples would be to “protect the mage from harm” or to “steal a necklace from the Baroness of Guttorp”. The victim will then attempt to fulfill this command to the letter and to the best of their abilities. Once their task is complete (or the 24 hours has passed), they lose any and all memory of what they have done while under control of the Victaayr and the Victaayr itself simply fades away. This memory lapse continues until the 24 hour period is over, meaning even if the task was completed in 10 minutes, the person would still be in a memory daze for another 23 hours and 50 minutes. Once this time is over, the past 24 hours are rememebred as just any other day, and anyone telling the person they did something strange, will result in the person simply dismissing this claim as nothing out of the ordinary unless a Celestial Magic Cleanse is used. The Victaayr may also be removed from the victim before the time period is over or before they complete their task. This is harmless to the victim, and immediately puts them out of the spell. A Victaayr Scorpion is silvery in color and often just looks like a piece of jewelry, which is why it is often worn as a necklace by the mage. When cast, the mage invokes the words of Victaayr and puts the scorpion near the victim's neck. This is obviously difficult to do during combat, especially when the target has allies. Allies nearby a person (when they understand what a Victaayr is), have a few seconds to remove the scorpion from the person's neck before it takes effect, though usually they are only able to do so when they are within a few feet distance.

Spell Four Faathaal: Heavenly Wings

Magic Rules Faathaal
Casting Time Instant cast
Reagents Required None
Items Required None
Counters
  • None

Faathaal is a movement spell that a Mage can use to increase their mobility. When Faathaal is cast, the butterflies used in the other spells form a cloud like shape underneath the mage, permitting them to slowly levitate to a higher or lower surface at a rate slightly slower than normal walking speed. Faathaal cannot be used to cross massive gaps, though can be used to ascend two stories of a regular residential building in height. Faathaal can be used as many times as the Mage wants, though there is a one time use for Faathaal: to break a fatal fall. Faathaal is instant cast and when invoked, immediately activates. If a Mage is falling from a height that would normally seriously injure them or kill them, they may activate Faathaal mid-fall after which the butterfly swarm will act as a cushion and break their fall, though the butterflies will disperse after and not be able to use Faathaal for 24 hours.

Spell Five Iknar: Spit of Ikaar

Magic Rules Iknar
Casting Time Five Seconds
Reagents Required None
Items Required None
Counters
  • Aveyle: Blinding Flash

Iknar is the only offensive spell in the School of Leveia, featuring the Ikaar Hornets. It is often also considered the most disgusting Leveia spell. The Mage invokes the Iknar incantation for five seconds, after which they open their mouth wide and a swarm of hornets flies out. This swarm will then attack anyone the Mage is thinking of, not mortally injuring them, but repeatedly stinging them to the point where they cannot fight back. This is a spell that generally immobilizes up to three targets for 15 seconds, and is usually used for a hasty retreat, though can also be used offensively to set up targets for further attacks. Iknar can also be cast without a specific target in mind, in which case the hornets will simply swarm around the Mage and threateningly make buzzing noises to anyone who steps near. Truly, the Ikaar hornets are intimidating and it takes a special kind of fearless resolve to step through their swarm to reach the Mage. Ikaar hornets eventually dissipate after their attack is complete, or after twenty minutes of non-targeted swarming. They may also be instantly chased off with a Celestial Magic: Blinding Light spell.

Spell Six Torkai: Pathfinder’s Way

Magic Rules Torkai
Casting Time Instant Cast
Reagents Required None
Items Required None
Counters
  • Any type of attacks on the Torkai

Torkai is a purely utilitarian spell that a Mage may use to clear a path through either dirt, stone, trees or other vegetation or even buildings. A Mage may instantly cast Torkai with the words invoked, after which three dog-sized Torkai beetles will crawl out from underneath the Mage’s clothing, and clear a path through whatever obstacles the Mage wishes to go through. Torkai beetles look like enlarged rhino beetles that consume vegetation and rocks, they are able to tunnel their way through rubble very quickly to clear a path. Torkai cannot be used in any defensive or offensive manner however. Torkai beetles are notorious cowards and any attack aimed at them will cause them to scatter and flee, or simply dissipate in thin air. Torkai beetles clear a path where the Mage points while singing a chirpy insect song, and when complete, simply disappear in thin air.

Spell Seven Etrai: Deep Salvager

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

Etrai is a purely utilitarian spell that can be cast instantly by merely speaking the incantation. When this spell is cast, the caster sends one of their Magus Familiaris into their throat (which can sometimes appear comical), after which they will be able to breathe normally underwater or in areas where there is no oxygen or too little oxygen. Etrai as such has numerous useful applications beyond just swimming underwater, as they also allow the Mage to be transported in an object that is airtight. This spell automatically ends after two hours, and can only be cast once per day. Furthermore, it cannot be cast on anyone else but the Mage who cast it. Finally, Etrai seems to have another curious side effect: It makes the Mage in question immune to pressure damaged from deep sea diving, and made their eyesight in water clearer. This has led to Leveia Mages diving deep in the sea to visit Maiar deep trench villages or breeding grounds, though it does not improve their movement speed.

Spell Eight Yggdra: Life Roots

Magic Rules Yggdra
Casting Time 30 seconds
Reagents Required None
Items Required None
Counters
  • Any kind of Fire

Life Roots is the ultimate spell of the Leveia Spells, capable of creating a defensive position like no other. When casting Life Roots, the Mage invokes the Yggdra incantations for thirty seconds, after which their body rapidly morphs into a great tree. This process is painless and takes a mere few seconds. After which the caster becomes a sentient Yggdra tree, which appears much like a willow but faintly glows. The tree itself does not move, but numerous nests of Nymphe butterflies, Ikaar Hornets and Torkai beetles dot around the tree all behaving in a certain way. The Nymphe butterflies deny any attack from falling onto the tree when struck with a weapon or shot at. The Torkai beetles tunnel in circles around the tree, making the soil unstable to walk on and causing anyone coming too close to fall over. The hornets swarm around the tree viciously stinging anyone coming too close. The Mage will remain conscious and become self and swarm-aware when transformed into the Yggdra, being able to direct the swarms wherever necessary up to 20 feet from the tree’s roots. The tree however cannot move, and while it is immune to any direct attack, any fire attack will prove destructive and ruin the spell. This spell can be held up for 15 minutes, after which the spell will undo itself, or on the command of the Mage. This spell when used is extremely effective in a small confined area to defend an important place, or to hold a door from an enemy incursion.


Accreditation
Writers MonMarty
Artists MonMarty
Last Editor Shayin on 01/12/2018.

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