Illusions
Sample spell list:
- Disguise: Basic spell for changing one's appearance. Choice of
disguise is shaped by the caster's mind.
- Invisibility 1: Removes the caster from the vision of others, can
be broken by using a "see invisible" spell. Usually cannot be used
against monsters of levels 4 and above.
- Invisibility 2: Removes the caster from the vision of others, can
be broken by using a "see invisible" spell. Usually cannot be used
against monsters of levels 6 and above.
- Invisibility 3: Works the same as a Predator clock by bending light
around the caster. Shadows are also removed, and with a "Mask Odour" spell
is very effective against high level monsters and magic users.
- See Invisible: Breaks Invisibility 1 and 2 spells, 50% chance against
Invisibility 3 depending of the strength of the casters.
- Mask Odour: Spell used to masking one's body odour. Effective against
most smell-sensitive monsters and for last-minute dates.
- Genma's Stomach: Illusion spell which causes the target to feel
as if it were falling into an endless pit. Effective against airborne
opponents.
- Pong of the Durian: Creates an imaginary obnoxious smell which
nauseates and in many cases disables a target. Note that if the
wind blows back towards the caster the spell could potentially
affect the caster as well.
As illusion spells are added and removed each year, please check with the faculty
for the most current spell list.
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Offensive Magic
Offensive spells are usually the first spells novice magii add to their repertoir.
The simplest are the easiest to learn, and the hardest can be quite easy
if you put your mind to it. The key, however, to casting effective offensive spells
is concentration, as awry spells could devastate one's party (or self).
Sample spell list:
- Bang: The simplest of offensive spells, makes a loud BANG which
can potentially disrupt an opponent's hearing. Caster is not affected.
- Anti-Mokkori Device: This short range spell is most effective
against perverts. It creates a mega-hammer (or mega-spatula, depending
on the caster's preference). Size of the anti-hentai device is
dependent on how perverted is the target.
- Magic Missile: The basic medium range combat spell used by most
beginning casters. Highly effective against rodents, mildly so againts
human opponents.
- The Bud missile: Causes highly concentrated alcohol to drench the
target(s). Can be dangerous to caster if he or she has light tolerance
to booze.
- Buu Candy: One of the most notorious wide-range spells, this
spells changes all life around the caster to candy. Effective range
is from 1.5 meters to 100 meters. The transformed targets will revert
back to their original forms after 15 minutes, unless eaten caster,
which permanently kills the target.
- MegaDeth: Highly destructive wide-range spell, vaporises everything
within a 2 kilometer radius. To be used only as a last resort.
Originally the trademark spell of Dark Shneider, it was banned from use
after judicious use of this spell nearly depopulated the Mars and Jupiter
colonies during the Humanity Riots.
As offensive spells are added and removed each year, please check with the faculty
for the most current spell list.
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Defensive magic
Defensive spells are based on a caster's endurance. Casting a defensive spell is
relatively easy, but maintaining it against major offensive magic requires a lot
of strength and endurance. That is why marathon running magic-users make the
best defensive spellcasters.
Sample spell list:
- Block: The simplest form of defensive spell, which creates a
shaped magic barrier around the caster's hands which can be used to block
sword blows, low level missile spells and projectile weaponry. Not much
use against lasers or particle weapons though.
- Shield: A magic barrier which forms around the caster in a
cylindrical shape. Will not stop water-based attacks.
- Cushion: Causes an air-bubble to be created in front of the
caster. Used for cushioning short falls. There is a variant of this
spell which can be used to cushion falls of a group of up to 6 people.
- MegaBlock: Creates an opaque magical barrier 40 meters long
and 60 meters high in front of the caster. This spell will block all
forms of kinetic projectiles and energy beams.
As defensive spells are added and removed each year, please check with the faculty
for the most current spell list.
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Healing magic
Curing Spells
- Cure Poison: Cures all forms of poison.
- Antidote: Enchants 100 ml of water with a general poison cure.
- Anti-Venom: A preventive spell which neutralises all forms
of poison before the target is infected. Good for a limited time.
- Soft: Unparalyses paralysed people.
- Un-stone: Restore stoned people to life.
Healing Spells
- Cure 1: Heals minor scrapes, cuts and bruises.
- Cure 2: Heals fractures, minor internal injuries.
- Cure 3: Heals major injuries.
- Revitalise: Energises the target.
- Resurrect: Revives a dead person from a "mostly dead" condition.
For targets with massive trauma (e.g. sword stuck through the heart), the
caster will need to heal the target first, or the target will die again.
This spell is very taxing and can only be cast by magic users of high
endurance.
Necromancy
Perhaps the most powerful of magic if used properly (but no one likes a "stinky", as
a necromancer is called in the magical profession), necromantic spells bring the dead
back to life. A master necromancer can even bring spirits who have crossed over the
River Styx back into perfectly healthy bodies, but at a terrible cost to the target.
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Magic and Weapons
Forging Magical Weapons
The smithing and magicking of magical weapons is perhaps one of the most difficult
things that is taught by this Faculty. Due to the amount of magic required during
bonding of djinn and spirits to mystic iron and steel, training is given only to
those who have utmost control over summoning and controlling magics, and only
under high-level supervision.
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Magic and Armour
Forging Magical Armor
To bond defensive spells to armor is no great thing, if the spells one casts are
for short lengths of time. For a permanent enchantment, a lot of magical energy
is required. Training in this field builds a student's endurance and
concentration, as even a slight miscast or a lessening of the magic flow during the
enchantment can cause serious mishaps (big Boom Boom if you're lucky). A master
is one who can enchant the dirt on one's skin to withstand the Megadeth spell.
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Summoning and Conjuring
Summoning and conjuring spells are the most dangerous spells that are taught here
at the Faculty of Magic. The will of the caster must be stronger that that of the
summoned creature(s) as the creature will invariably try to overpower the caster
to stay permanently on this plain. For extremely strong creatures, it would help
to have a god or goddess from the Relief Deity Office
around, but in a pinch, one can set up magical wards to hold the creature in place
until the formalities are completed.
Sample spell list:
- Summon Demon: Basic spell for demon conjuring. Requires visualisation
of type of demon and the demon's true name weaved into the spell.
- Summon Djinn: Think "I dream of Jeanie". Of course, not all djinn
look like Jeanie, or Robin Williams. If you get a wholesomely ugly djinn, well,
that's your luck.
- Summon Bootlicker: For corporate weenies who like power, this spell
calls upon the deepest of brownnosers and the most correct of yes-men. This
spell is derived from a botched attempt at Happosai attempting to create
yet another love potion to entice (female)Ranma Saotome.
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Translocation and Travelling
These series of spells are mandatory, as they provide the basis for travelling around
University Island. Simple translocation and teleportation spells are easy to master,
but a caster must visualise his exit portal exactly, as carelessness might invariably
put caster and party into solid rock or viscous magma. It is also a good idea if the
caster casts a visualise spell at the transport point to make sure that the area is
clear.
Sample spell list:
- Bing: Spell used prior to Tranport spell.
- Transport: Beginners spell of translocation taught to all first-year
magic-users at Anime University. Requires visualisation of a known location,
usually a transport point located throughout the University campus. University
rules of transport requires the caster to send a "Bing" spell to the target point
first. This avoids messy situations where a caster is merged with the object at
the transport point.
- Translocate: Spell that sends a target to a location visualised by
the caster. Will work on animate and inanimate objects. Strength of caster
determines size of target that can be translocated. WARNING! Do not attempt to
translocate objects which are beyond one's capability - this will result in
a messy situation when whatever was left remains, and whatever is translocated
arrives at the target minus whatever was left. Good but messy offensive
spell though.
- Teleport: Advanced translocation spell, allows for a group of targets
to be transported to the location visualised by the caster.
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Knowing thy enemies
A series of mandatory classes which teaches magic users about traps and potential
foes that they may face. Highlights the strengths and weaknesses of each creature.
There are also several spells which are taught to all students to clearly identify
their opponents:
- Identify: Identifies creature. Requires a subdermally implated
link to a creature database. Spell works by sending DNA and visual image to
the database, which correlates it with known records and sends back an ID
of the target creature.
- Interrogate: Allows the caster to mindlink with a target and
telepathically gain all information about the target. Works only on sentient
creatures.
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