
Summary
Etheldrea is one of the twenty-one Messengers who, according to the prophecy of the seer Grimoire, will bring about the end of the world. She is also one of the oldest known creatures, predating even many gods and demons. Well-versed occultists trace her origins to the time of Megas Therion, and it is theorised that she was most likely the original Meister of the city. Be that as it may, she is generally acknowledged as the first mortal to truly master the use of magic, earning her the nickname "the First Witch".
Although her writings date back more than five thousand years, Etheldrea first came to prominence in Gaïa's history as one of the founding members of Yehudah. During the period when the supernatural empire reigned in the south of the Old Continent, the First Witch was part of the high circle of archmages that ruled the country, being in charge of the division of arcane research. During that time she conducted countless monstrous experiments to unravel new supernatural secrets and find the true roots of magic.
Powers and Stats
Tier: 2-C
Name: Etheldrea, the First Witch, Reah Eliot (Her public identity)
Origin: Anima: Beyond Fantasy
Gender: Female
Age: Over 5000 years old
Classification: Witch, Co-founder of the Order of Yehudah, Messenger
Powers and Abilities:
Superhuman Physical Characteristics, Longevity, Social Influencing (Via Style and Intimidate[1]), Information Analysis (Via Magic Appraisal[2]), Stealth Mastery (Via Hide and Stealth[3]), Extrasensory Perception (People with the Gift can perceive the supernatural[4]), Fate Manipulation (Beings of 20 Natura passively shape fate itself. They do not live within history: history revolves around them. From the moment in which they are born, their actions will have huge significance for existence, and with them will shape the destiny of the world), Supernatural Luck (For those with high enough Natura, "Open Rolls" occurs far more often, allowing for increased success in their actions), Portal Creation & Dimensional Travel (She has the ability to create supernatural portals that allow her to teleport virtually anywhere, including other planes of existence[5]), Death Manipulation (Prevented Death itself from claiming the Nameless[6]), Non-Physical Interaction, Soul Manipulation & Conceptual Manipulation (Type 1. She altered the very soul of the Nameless[7]. Could extract ideas and memories from her "Self" from the Flow of Souls[8]), Magic (She has absolute mastery over magic. All the sorcery of the world originated in her[9]), Statistics Amplification & Chi Manipulation (Through the usage of Ki, the energy that is present in any form of life, a kind of vital current that flows through everything[10]. Ki Control allows total control of inner energy. A character with this ability is fully aware of their supernatural power and can Accumulate Ki. She can increase her physical characteristics with Ki[11])
Conceptual Manipulation (Type 1), Life Manipulation, Dream Manipulation, Causality Manipulation, Energy Manipulation & Soul Manipulation (Magic is a fundamental element of existence that can alter the essence of reality, being a force that is beyond all belief and philosophy, shapes life, gives rise to dreams, acts as the essence/concept of everything, and is the basis for every other kind of energy, action, and reaction. Magic encompasses all elements of creation and can influence the Soul Flux[12]), Reality Warping (Can shape/reshape reality with spells or even thoughts[13])
Empathic Manipulation (Induce Calm calms individuals feeling fear or hatred within 50 feet of the caster. Makes any Fear, Terror, or Anger States disappear, even if of supernatural origin. Ecstasy intoxicates anyone affected with a feeling of utter ecstasy. The sensation of pleasure is so powerful that the victim’s senses are completely clouded. Banish Negative Emotions allows the caster to temporarily banish any negative sentiments such as hatred, fear, or anger within 300 feet of the caster. Create Good Feelings allows the caster to create positive sentiments such as love, pleasure, or friendship in the people designated by the caster[14]), Light Manipulation (Blinding Flash causes a sudden flash of light for a radius of 50 feet, blinding anyone looking at it. Light Beam projects a beam of Light-based magical energy. Hologram creates an immaterial luminous form with a maximum size of three square feet. The caster can give the hologram the appearance he desires, making it very difficult to tell it from something real. If he creates a creature, it can perform any inhuman action the caster wishes, but will mimic the physical abilities of the caster. Control Light allows the caster to control the form, color, or intensity of light in a 60 foot radius, as well as control beings made of light. Create Being of Light allows the caster to create a being of light under the control of the caster[15]), Forcefield Creation (Shield of Light forms a barrier of energy that protects the caster from any source of attack[16]), Darkness Manipulation (Via Banish Shadows[17]), Enhanced Senses (Detect Negative Emotions detects any negative sentiments such as hatred, fear, or anger[18]), Energy Projection (Light Beam projects a beam of Light-based magical energy. Catastrophic Light creates a deadly discharge of light energy[19]), Healing (Via Healing Light[20]), Extrasensory Perception (Via Zone of Detection. See Truth permits the affected person to perceive supernatural forces that are invisible to the human eye, including magic, psychic matrices, and invisible or spiritual beings[21]), Dream Manipulation (Enter Another's Dreams allows the caster to physically enter a target's dream. The caster has no control over the dream world of the dreamer, and anything that happens there will be real to the caster. The person must have peaceful dreams to be affected by this spell, and the moment the dream turns into a nightmare, or he awakens or dies, the mage abandons the dream world and returns to reality. Lordship Over Dreams allows the caster to control a person's dream[22]), Intangibility (Light Form allows the caster to transform their body into pure luminous energy, becoming intangible to matter and non-energy attack[23]), Power Bestowal (Via Blessing[24]), Holy Manipulation (Shield from Negative enchants a certain area, making it impenetrable for beings naturally based in negative emotions or Darkness, in addition of harming said beings if they attempt to pass through it[25]), Clairvoyance (With Find, the caster can locate any person, place, or thing, and know its exact location in that moment regardless of the distance separating them. Anything can be found, whether an individual object, or a type of object, or simply something that fulfills a specified condition[26]), Purification (Types 1, 2 & 3. Restore allows the person affected to recover from any penalties including those caused by fatigue, hunger, physical damage, and even spells[27]), Mind Manipulation (Hypnotic Display creates spectacle of lights in a specified place that has a fascinating and dumbfounding affect. All the characters that see the display cannot help but continue watching it[28]), Creation & Weapon Creation (Luminous Material Objects allows the caster to create material objects from luminous energy[29]), Attack Reflection (Reflecting Prism allows the caster to create a body of light that works like a prismatic shield, reflecting any spell, psychic attack, or Ki technique back at the enemy[30]), Nigh-Omniscience (Radius of Omniscience allows the caster to be omniscient concerning any occurrence or thought within a certain radius from his location. The caster will automatically know everything that is happening and everything thought within the Radius. No Resistance is possible[31]), Precognition (Predict permis the caster to foresee future events that will happen around a given person, place, or thing. Predict shows the caster the most probable destiny awaiting someone or something, providing him with detailed information about future events[32]), Sealing (Prison of Light encloses the victim in an inescapable world of Light, a separate universe which has no interaction with our own[33]), Soul Manipulation & Conceptual Manipulation (Type 1. Ascension exchanges the material essence of a person for divine energy, modifying their spirit through pure supernatural power, increasing their Gnosis. Holocaust of Light unleashes the power of Light in its purest state, sweeping away everything in the spiritual as well as the material world. The freed energy sweeps up and devours everything, including souls[34])
Darkness Manipulation (Create Darkness completely darkens an area. Everything within the area is perceived as though on a dark and moonless night. Control Darkness modifies and controls the intensity of darkness, and can also control darkness-based entities. Catastrophic Darkness creates a deadly discharge of darkness-based energy. Create Being of Darkness allows the caster to create a darkness-based being under the control of the caster[35]), Fear Manipulation (Induce Fear temporarily causes a Fear State in all people within a radius of the caster. The spellcaster decides what the victims are afraid of. Mark of Fear creates a display of shadows in a designated spot that terrorizes all who see it[36]), Enhanced Senses (Via See in Darkness[37]), Forcefield Creation (Shield of Darkness forms a barrier of Energy that protects from any source of attack[38]), Light Manipulation (Banish Light destroys any ambient light, also damaging light-based creatures[39]), Stealth Mastery (Hide Magic hides a spell, or the mystical properties of an object, from any type of magical detection. Concealment conceals the presence of the caster or a target designated by him from any type of detection[40]), Energy Projection (Dark Beam projects a beam of Dark-based magical energy[41]), Perception Manipulation (Darkzone creates a mystical environment that clouds the senses of anyone within it. No resistance is possible[42]), Camouflage (Obsfuscate modifies the body of the individual, blending the user into the background and permitting them to hide naturally[43]), Empathic Manipulation (Enrage provokes a Rage State in those affected, making them lose control and attack the person closest to them. Banish Positive Emotions temporarily banishes any positive sentiments such as inner peace, calm, or joy. Create Negative Feelings creates negative sentiments such as hatred, fear, or anger in the people designated by the caster[44]), Extrasensory Perception Negation & Information Analysis Negation (Zone of Concealment creates a mystical area that impedes the detection of anything within it. Anything within the area is concealed, negating Ki Detection and Magic Appraisal[45]), Intangibility (Dark Form transforms the body of the caster into pure dark energy, becoming intangible to matter and non-energy attacks[46]), Reality Warping & Clairvoyance Negation (Eliminate Traces erasse the evidence that the caster has been in a certain place. In fact, any sign whatsoever of the caster's passing, whether detectable naturally, or by supernatural means, disappears completely. This spell even provides immunity from spells that permit someone to see the past of a place or an object, hiding the presence of the caster of Eliminate Traces from the recording of past events[47]), Unholy Manipulation (Shield from Positive enchants a certain area, making it impenetrable for beings naturally based in positive emotions or Light, in addition of harming said beings if they attempt to pass through it[48]), Power Absorption (Dark creates a shadow shield with the ability to swallow any attack spell received[49]), Pain Manipulation & Curse Manipulation (Devastate causes penalties through an accumulation of pain, suffering, misery, and other negative mystical effects[50]), Creation & Weapon Creation (Dark Material Objects forms material objects from dark energy, including weapons[51]), Dream Manipulation (Lord of Nightmares permits the control of any type of nightmare. The caster has the ability to control a sleeper’s dream world[52]), Sealing (Prison of Darkness encloses the victim in an inescapable world of Darkness, a separate universe which has no interaction with our own[53]), Soul Manipulation & Conceptual Manipulation (Type 1. Dark Ascension exchanges the material essence of a person for divine energy, modifying his spirit through pure supernatural power and increasing their Gnosis. Holocaust of Darkness unleashes the power of Darkness in its purest state, sweeping away all before it in the spiritual as well as the material world. The freed energy sweeps up and devours everything, including souls[54])
Restoration (Reconstruct restores a non-organic object to its original form from parts or pieces that remain[55]), Energy Manipulation & Elemental Manipulation (Via Create Energy[56]), Healing (Via Heal[57]), Forcefield Creation (Via Damage Barrier. Royal Shield forms a barrier of Energy that protects the caster from any source of attack[58]), Transmutation (Inorganic Modification alters the form and nature of an inorganic object, transforming it into a completely different thing but of similar spiritual power. Metamorphism can transform a person or object into anything the caster wishes. Living things metamorphosized into non-living objects continue to be alive in their new forms even if it happens that they cannot move or breathe[59]), Power Bestowal (Protective Aura supernaturally increases all Resistances of an individual[60]), Duplication (Imitates creates an exact copy of an already existing inorganic object within reach of the caster. It creates a perfect imitation of the original that retains all its qualities, including the supernatural ones[61]), Damage Reduction (Reduction of Damage affects the power of an attack, reducing the force of its impact[62]), Body Puppetry (Physical Control controls the body of a being as though it were a simple puppet[63]), Fusionism (Fuse unites two beings in a single body, creating a new individual who possesses the characteristics and abilities of both. The caster designates which capacities prevail, selecting those that he is interested in from each[64]), Memory Manipulation (Create Memories permits creation of new memories in the target, without necessarily erasing the pre-existing ones. Most of the time, unless very deeply-rooted memories are modified, the person affected will feel slightly confused, but will be convinced that their memories are real[65]), Healing (High-Low via Recover. Recover heals any kind of damage or penalty as long as no limbs have been removed; Low-Godly via Recreate. Recreate manipulates the essence of both matter and soul, restoring any kind of damage as long as the soul remains[66]), Creation (Create Monstrosity creates a magical being with the appearance of life, but completely under the control of the caster. Create Being creates a 25 Gnosis creature with the appearance of life, but completely under the control of the caster. Create permits the caster to obtain absolute power over creation, giving him the ability to create anything he wishes: Continents, oceans, and even entire worlds. This spell can also impose new rules of reality: alter gravity, modify the rate at which time passes, and so forth[67]), Statistics Amplification (Reinforce Magic adds strength to another spell launched either at the same time or that is being maintained[68]), Transformation (Chimera causes the caster or a target to cease to be a natural being and become a Being Between Worlds with a Gnosis of 25, enjoying all the advantages and disadvantages that implies[69]), Soul Manipulation & Conceptual Manipulation (Type 1. Provide Soul allows the caster to create a complete soul, giving the breath of life to an object or body able to contain one[70]), Life Manipulation (The Gift of Life allows the caster to create a new form of life, the newborn of a race that never existed before. The creation can be of any class (Natural, Spiritual, or Between Worlds) and can be tied to a particular element[71]), Law Manipulation, Gravity Manipulation, Time Manipulation (Create permits the caster to obtain absolute power over creation, giving him the ability to create anything he wishes: Continents, oceans, and even entire worlds. This spell can also impose new rules of reality: alter gravity, modify the rate at which time passes, and so forth[72])
Energy Projection (Sphere of Destruction projects a ball of magical energy. Dome of Destruction unleashes a dome of supernatural energy that bursts over an area of 30 feet in radius[73]), Information Analysis & Statistics Reduction (Increase Weakness finds a being’s weak points, and makes them weaker supernaturally[74]), Statistics Amplification (Aggravate Damage increases the base damage of any attack, physical or supernatural[75]), Biological Manipulation (Wound affects the physical condition of an individual, doing damage to his health via wounds. Produce Damage automatically causes a wound in the victim's body[76]), Chi Manipulation (Destroy Ki penetrates the soul of its victim, dissolving his reserve of Ki[77]), Sense Manipulation (Destruction of Senses cuts off the senses of an individual. The caster can choose which senses to take[78]), Corrosion Inducement (Zone of Decay covers a fixed area of 30 feet in radius, within which all forms of life begin to rot and decay at an accelerated pace[79]), Memory Manipulation (Destroy Memories affects the memories of an individual, making him forget whatever the caster wishes[80]), Law Manipulation (With Forbid, the caster vetoes some specific action by the spell’s victim, completely prohibiting them from even attempting to do it[81]), Mind Manipulation (Block Learning impedes the ability of an individual to learn, completely preventing him from developing or acquiring new knowledge. Destroy Will makes the victim automatically lose the ability to make decisions. While a person is influenced by this spell, he cannot undertake any Active Action, even moving, except in case of necessity[82]), Power Nullification (Destroy Powers completely unables the victim from using any of their supernatural powers. They are thereby prevented from using any magical, psychic, or Ki powers they possess. Destroy Capabilities is a spell that destroys part of the abilities or powers of an individual, stripping him of them forever[83]), Reality Warping (Zone of Weakness weakens the fibers of reality itself within a given area, making everything inside become fragile and vulnerable. Any damage produced within the spell’s area is automatically doubled, and characters suffer Criticals as though their entire body was a vulnerable point[84]), Death Manipulation (Death produces the death of a living being by separating his soul from his body. The power of this spell is so great that it can kill even spiritual beings or necromantic creatures, converting them to simple dead souls or even destroying them completely[85]), Existence Erasure, Soul Manipulation, Conceptual Manipulation (Type 1. Sever Existence can cut through reality itself, annihilating anything in his path. Anything that comes in contact with the spell is destroyed physically and spiritually, leaving no sign that it ever existed. The objects or individuals cut off by Sever Existence are destroyed completely, and do not return to the Flow of Souls. Destroy Souls sweeps away the spiritual matter around the caster, ending the existence of anyone who does not resist its effects. Uncreation permits the caster to designate an aspect of existence, one as far-reaching as a city or race, or as precise as a single specific individual, and simply make it so it ceases to exist. The unmade item or person is erased from reality with all the consequences that implies, so that it never did exist. No one who knew of what was unmade remembers it, and all events it may have affected are modified as though what was unmade had no part in it[86]), Void Manipulation (Void is a spell that forms a sphere of absolute void that absorbs into itself all physical and spiritual matter around it, unmaking them completely, swallowing targets into nothingness[87]), Deconstruction (Greater Destruction provides the ability to destroy part of the material world on a grand scale, disintegrating even large constructions such as entire cities or vast areas of land[88]), Chaos Manipulation (Chaos is a spell of almost insuperable power, since it is capable of shaking the very pillars of reality. Upon being unleashed, the caster causes the order of things to crumble, altering the balance of all things in a completely unexpected way. Inside the zone of Chaos, nothing works as it should, and all events are unnaturally twisted. For example, chaos can affect gravity, making some things as light as feathers and others as heavy as lead. It can affect the weather, causing icy winds only yards from tropical gales or heat waves. This spell does not affect only the natural elements, though. It can influence the feelings and instincts of living beings, making lovers hate each other with a passion, or irreconcilable enemies form bonds of peace. The spell can even affect the passage of time, making it flow more quickly or slowly (it cannot be used to travel to the past, however). That is to say, Chaos is capable of affecting practically any imaginable facet of reality. The caster can designate a specific aspect of reality he wishes to alter, or on the other hand, transform it completely[89])
Air Manipulation (Via Raise Wind, Air Blow, Air Screen, Air Cut, Air Control, Hurricane, and Lord of the Air[90]), Telekinesis (Move allows the spellcaster to move inanimate objects without physical contact over a distance. Superior Psychokinesis allows a spellcaster to move organic and inorganic bodies at a distance, sparing the need for physical contact[91]), Density Manipulation (Weight Reduction reduces a material body weight by 60 pounds[92]), Self-Sustenance Inducement (Type 1. Stop Breathing allows a target to not need to breathe and is no longer affected by lack of air. A spellcaster may apply this spell to many individuals[93]), Surface Scaling (Free Motion allows the caster to move freely along any type of solid surface, completely untouched by gravity. Individuals under this spell are able to walk on water or run on walls and ceilings[94]), Flight (Via Flight[95]), Perception Manipulation (Reaction Increase increases a subject’s reaction time[96]), Electricity Manipulation (Electrify electrifies physical bodies, inflicting strong discharges on those who touch them. Lightning releases a lightning strike. Lord of the Air allows a character to control electricty nuclei, regardless of the number of intensities they are composed of[97]), Statistics Amplification (Speed is a spell that increases a target's speed[98]), Intangibility (Ethereal Form transforms a designated body into air, rendering it intangible and therefore immune to all matter and non-energy based attacks[99]), Teleportation (Via Teletransportation. A Place in the World modifies the very order of the soul network, thus altering reality itself. Even when not able to change the essence of things, or their shape, the spell grants the caster the ability to move them around and place them anywhere he wishes – with no other limit than his own will. Any object or being, both physical and spiritual, can be teletransported anywhere[100]), Weather Manipulation (Weather Control allows the caster to fully control the weather within a certain radius. The caster has the power to modify any meteorological element at will, thus gradually creating the desired climatic situation. Lord of the Air grants a character control of all air or electricity nuclei, regardless of the number of intensities they are composed of. This dominion also allows for weather manipulation and the creation of gales, storms, or gusts of wind of all sizes[101]), Creation (Create Sylph creates a seemingly live creature completely under the magician’s control[102]), Reality Warping, Soul Manipulation & Conceptual Manipulation (Type 1. A Place in the World modifies the very order of the soul network, thus altering reality itself. Even when not able to change the essence of things, or their shape, the spell grants the caster the ability to move them around and place them anywhere he wishes – with no other limit than his own will. Any object or being, both physical and spiritual, can be teletransported anywhere[103])
Water Manipulation (Spring draws forth any nearby underground current or stream, causing a spring to flow from the spot designated by the caster. The spell affects natural liquids within 300 feet of the character casting the spell. Water Impact unleashes an offensive burst of water. Liquid Control grants the caster complete control of one gallon of liquid mass. The mage can alter the physical characteristics (such as color and clarity) of the liquid, as well as modify its mass density. The liquid mass can even move on its own. When this spell is cast against a water elemental, the magician can control the creature. Create Liquids produces two gallons of water or a similar liquid substance. Water Confinement produces a huge water mass that swallows all individuals it encounters. Whoever is trapped inside will move as if diving and will soon drown unless he is able to breathe in liquid environments. Potent currents push prisoners inside the center of the prison, making it difficult for them to break free. Tsunami raises a devastating mile-long Tsunami that ravages the coast. Lord of Water grants absolute control over all liquid substances. The caster can manipulate oceans, rivers, and lakes of any size, molding them at will as if they were extensions of himself[104]), Heat Manipulation (Create Chill creates one ice or cold intensity. The temperature will remain stable for as long as the mage maintains the spell. Glacier creates an immense glacial zone around the caster, totally independent of the prevailing weather conditions. The surroundings will immediately be covered with ice and snow, while the temperature will drop several degrees below freezing. Natural weather phenomena will not affect the cold for as long as the caster maintains the spell[105]), Underwater Breathing (Type 3. Aquatic Capability grants its recipient the ability to breath and move freely in an aquatic environment. The target of the spell can use his maximum Movement Value, breathe liquids, and resist any amount of pressure while underwater[106]), Blood Manipulation (Liquid Control allows the caster to manipulate the bloodstream of living organisms[107]), Empathic Manipulation (Freeze Emotions freezes a person’s feelings, granting them psychological immunity to all emotional states[108]), Ice Manipulation (Freeze inflicts intense cold on one individual or several people at once, freezing their bodies while enclosing them in ice prisons. Ice Screen forms an ice barrier that offers protection from any source of attack. Ice Storm creates a heavy ice storm that freezes anything in its path. Lord of Ice grants the caster control of all cold or ice nuclei regardless of their number of intensities. He can decrease weather temperature within the area of action and crystallize ice wherever needed[109]), Transmutation (Crystallization turns a target's body into crystal, rendering it fragile and brittle[110]), Body Puppetry (Reflected Control mystically ties the victim’s body to the caster’s, forcing the target to mimic the spellcaster’s every move. In a way, the targeted individual behaves as a mirror image, automatically duplicating his dominator[111]), Intangibility (Liquid Body transforms a targeted body into a liquid substance immune to many types of attacks and susceptible to form shift at the spellcaster’s will[112]), Damage Transferal (Reflect States creates a mystical mirror, with the ability to reflect any supernatural state of which the spellcaster, or a nearby individual, may be a victim. For example, if a caster falls prey to a terrible pain of a magical nature, this spell would force the character who caused the pain to undergo the same suffering), Weather Manipulation (Glacier creates an immense glacial zone around the caster, totally independent of the prevailing weather conditions. The surroundings will immediately be covered with ice and snow, while the temperature will drop several degrees below freezing. Natural weather phenomena will not affect the cold for as long as the caster maintains the spell[113]), Duplication & Power Mimicry (Soul Reflection produces the spiritual reflection of a person or creature. The result is an animistic copy of the individual, featuring each and every quality present in the original. This entity is identical to the original – except it is a spiritual being[114]), Soul Manipulation & Conceptual Manipulation (Type 1. Soul Reflection produces the spiritual reflection of a person or creature. The result is an animistic copy of the individual, featuring each and every quality present in the original. This entity is identical to the original – except it is a spiritual being. This spell can create a copy of anyone's soul[115]), Time Manipulation (Slow Time acts upon the space-time fibers of a specific section of reality, slowing down its pace in such a way that time passes at a much slower rate for everyone – including the caster. The affected area is momentarily separated from reality. One minute inside the area equals one hour outside[116]), Creation (Create Undine creates a living water creature completely under the magician’s control[117]), Power Modification (Freeze Magic is a spell that freezes magic, temporarily stopping spells and canceling their effects. Spells do not vanish while they are stopped. However, they are suspended and unable to affect anything[118]), Time Stop (A Perfect World is a spell that freezes reality, grinding the passage of time to a complete halt. Existence is frozen for the duration of the spell. Only the caster can move and act freely upon his surroundings[119])
Enhanced Senses (Detect Heat enables the caster to locate any source of heat in an 80-foot radius. The caster can feel intensitity level and size of the heat, and can even perceive heat coming from warm-blooded creatures, but not from inanimate or immaterial beings – such as golems or undead[120]), Fire Manipulation (Fireball projects a fire attack which explodes in a 15-foot radius. Control Fire grants the caster control over fire. They can alter different aspects of the flames, such as color of flame and smoke they produce. If faced with a fire-based creature, the magician can control them as well. Fire Barrier creates a strong wall of fire. Igneous Weapon infuses a weapon with fire. Incinerate calls fire down on any target within a 150-foot radius area that the caster designates. Fire Storm creates a heavy fire storm in a designated area, burning everything inside it to the ground. Lord of Fire controls all heat nuclei. This dominion extends control over planetary magma, thus allowing the spellcaster to produce volcanic eruptions[121]), Heat Manipulation (Heat Wave projects a powerful high-temperature wave. Raise Weather Temperature causes temperatures to rise 50 degrees Fahrenheit in a one-mile radius. Melt is a spell that heats up any inorganic object the caster desires in a 150-foot radius, causing it to reach extremely high temperatures[122]), Psychometry (Read the Ashes transports the caster’s senses to the past, endowing him with the possibility of seeing the causes of a specific fire[123]), Explosion Manipulation (Fire Mine creates an igneous mine ready to explode in a radius at the caster’s command. Devastation creates a fire explosion[124]), Intangibility (Body of Fire transforms a designated body into fire. Once transformed, a fire body becomes immune to all non-energy-, cold-, or water-based attacks. All elements used to extinguish fire (sand, foam, etc.) will injure the character, however[125]), Durability Negation (Direct Critical causes an internal explosion in an individual[126]), Creation (Create Ifreet creates a live fire creature completely under the magician’s control[127]), Power Absorption & Life Absorption (Sacrificing Others binds other individuals’ essence and vital force to the caster, enabling him to consume them for his own advantage[128]), Magma Manipulation (Lord of Fire controls all heat nuclei. This dominion extends control over planetary magma, thus allowing the spellcaster to produce volcanic eruptions), Soul Manipulation & Conceptual Manipulation (Type 1. Armageddon allows the caster to consume a portion of the world’s very essence, incinerating everything, including souls. Armageddon inhibits any form of existence. Any and all organic or inorganic entities inside the area are physically and spiritually incinerated[129])
Enhanced Senses (Detect Mineral can detect a particular mineral’s location within the radius of the spell, provided it is not behind an energy barrier. This allows them to gather information about the location, relative size, and purity of the material, but not it’s shape[130]), Earth Manipulation (Mineral Control enables the caster to move, reshape, and control any mineral substance within the presence limit set by the level of the spell. However, the caster cannot endow the minerals with any capacities it does not already possess. In other words, the caster may reshape a pebble into an arrowhead, but cannot make it inflict electrical damage. Some golems and earth elementals can be controlled with this spell. Earth Spike creates giant stone spikes that erupt from the ground and impale targets upon the surface. Fissure causes a violent, but highly concentrated tremor that splits the earth, creating a fissure[131]), Density Manipulation (Weight Increment increases the weight of a physical body - organic or inorganic. Gravity Increment increases the mass of the atmosphere itself in a particular area, thus increasing the force of gravity, and therefore, the weight of everything inside[132]), Transmutation (Transform Mineral changes one type of material into another, modifying it’s natural composition. For instance, it can turn a piece of limestone into a gold nugget[133]), Statistics Amplification (Firmness enhances the endurance of individuals or objects, making them more resistant to physical damage. When cast upon a living organism, it grants a bonus to their Physical Resistance for the purposes of avoiding the effects of criticals. If used upon an object, it increases the fortitude of that object[134]), Attack Reflection (Stone Barrier raises a material barrier allowing the caster to repel any attack, even those based on energy[135]), Statistics Reduction (Slowness decreases the reaction speed and mobility of an individual[136]), Magnetism Manipulation (By controlling magnetic fields around themselves, Magnetic Shield raises a shield with the ability to repel any attack from a metallic source made against them, including bullets and arrows with metallic tips. Magnetic Control grants the caster control over all magnetic fields within a radius around them. In that area, it allows the caster to dictate the movement of any metallic body[137]), Limited Intangibility (Pass Through Sllid Matter allows the caster or those designated by them to pass through solidobjects. The recipients of this spell do not exactly become immaterial, as they are still affected by the ambient heat or cold, but they can completely ignore any object not capable of stopping energy. In this way, characters can decide to pass through anything from walls to sword blades as if they did not exist. It is possible for the character to determine what materials they wish to pass through and what remains solid to them[138]), Psychometry (Telemetry allows the caster to read the history of an object with which they come into contact with, perceiving the important events that have happened to it[139]), Metal Manipulation (Magnetic Control grants the caster control over all magnetic fields within a radius around them. In that area, it allows the caster to dictate the movement of any metallic body[140]), Petrification (Petrify transforms the target into a stone statue. The victim cannot move and has no awareness of the events going on around them for the duration of the spell. This can be maintained for years, but the affected character does not age. Any damage or breakage to the statue can result in injury, or even death, to the actual character), Gravity Manipulation (Reverse Gravity completely alters gravity in a particular area, reversing it’s force. In a way, it turns the world upside down. Everything within the area begins to ‘fall’ into the sky up to a maximum height set by the level of the spell. The caster may impose limits on this spell, such as only affecting the interior of a particular structure. Naturally, any object rooted or otherwise fixed to the ground does not fall. Gravity Control grants the caster the ability to completely control all gravitational forces within the area. Within this zone, the caster will have absolute dominion over gravity, able to cancel it, increase or decrease it’s value up to 10 times normal strength, or reverse it. Every character in the area is automatically influenced by the chosen effects[141]), Vibration Manipulation (Earthquake causes a devastating tremor in a large area with enough potential to destroy a city. All individuals in the area suffer the logical consequences for falling debris based on their surroundings[142]), Creation (Create Golem creates a seemingly live creature completely under the magician’s control[143]), Matter Manipulation (Atomic) & Deconstruction (Atomic Control allows the caster to mold the atomic matter of their surroundings like clay. To them, everything that moves is nothing but a set of atoms to manipulate as they desire. They gain full dominion over all organic and inorganic matter within the area. There is no limit to what the caster can do to with a body or object under their control; they may alter it’s shape and appearance, transform it into something else, or simply scatter its atoms, thereby causing it’s utter destruction[144])
Extrasensory Perception (Detect Essence detect any being’s base essence in an area around them. The caster does not obtain any real information about the creature, but is able to recognize characteristics such as its elemental binding, and at a later time may recognize beings with the same essence or race. It can affect spiritual and immaterial creatures[145]), Telepathy (Communication Through Essence establishes a connection between the caster and another living being, making it possible for them to communicate spiritually. Since this communication does not rely on spoken language, it is even possible to communicate with plants or animals[146]), Information Analysis (Natural Knowledge permits the spiritual analysis of information pertaining to a natural beings. A caster using this spell might examine a strange plant and determine its toxicity, or identify any special properties. Analyze Soul allows the caster to spiritually analyze an individual or creature, obtaining detailed information about their natural capacities and powers. Although it does not confer access to the victim’s knowledge, or the level of the abilities that depend on it, the caster can measure the victim’s spiritual potential and their innate capabilities, including powers[147]), Forcefield Creation (Via Soul Barrier[148]), Enhanced Senses & Power Bestowal (Share Senses allows the caster and other characters to share sight and hearing over a long distance[149]), Biological Manipulation & Age Manipulation (Alter Growth modifies the natural rhythm of an organism's development, accelerating or delaying its evolution, rapidly changing the age of the target[150]), Soul Manipulation & Conceptual Manipulation (Type 1. Spiritual Form transforms the physical form of an individual into spiritual matter. Natural Control forces a target to obey the caster by manipulating the victim's soul. Supernatual Control forces a Being Between Worlds or a spirit to obey the caster by manipulating the soul. Return to the Flow allows the caster to send a spirit back to the flow of souls. Spirit Creation creates spiritual creature completely under the magician’s control. Resurrection plucks a person's very essence from the Flow of Souls. Lord of Souls allows the caster to seize control over a portion of the Flow of Souls itself, giving him absolute dominion over all souls, Spirits, and similar beings in a wide radius. Among other uses, the caster can snatch a soul from one body and reintroduce it into an unborn child, thus producing Nephalim. The lord of souls conveys their orders to those under their dominion through a mystical connection that does not require physical proximity nor language[151]), Abstract Existence (Type 1. Spiritual Existence allows the caster to transcend to a spiritual state, definitively abandoning their physical body. From that moment, they will cease to be a natural creature or being between worlds and will become a spirit with Gnosis 25[152]), Immortality (Types 5 & 8 via The Vital Essence. The Vital Essence hides a soul in a physical container, without completely detaching it from its original form. The affected person will continue to act through their old body with freedom, since there is still a link with the soul, although this will be nothing more than an immortal empty shell, since his vital essence is safe elsewhere. This allows the caster to avoid death as long as the soul in the container isn't destroyed[153]), Life Manipulation & Plant Manipulation (Greenness allows the caster to merge their spirit with nature itself, creating plant and animal life as they please within a large radius. Such life emerges instantly, regardless of local climate and terrain conditions[154])
Illusion Creation (Via Illusory Sound, Illusory Smell, Illusory Touch, and Visual Illusion. Total Illusion creates a complete illusion that can deceive all five of a victim’s natural senses. The caster can create anything inanimate they desire. Distort Detection grants the caster the ability to alter the result of any supernatural detection around them. They can falsify the information in any way they desire, increasing or decreasing it’s potential, its abilities, or location of detection. Major Illusion creates an enormous illusion able to affect all five natural senses. The spell develops over a large area, within which anyone can see, hear, feel, smell, and taste whatever the caster desires. For instance, the caster may trick someone into thinking a whole town is deserted, while in actuality it is a thriving city. Illusion of the Senses enables the caster to lead a subject to believe whatever the caster wishes. Though the caster does not actually modify reality, the spell convinces the affected character that an illusion is so real, they will act as if it is so in every aspect. For example, if the caster wishes to trick someone into thinking they have lost all of their arms and legs, the character will lose all feeling in those limbs and fall to the ground in the belief that they have in fact, lost them. A character convinced they are dead falls immediately into unconsciousness. World of Lies creates an artificial reality that the caster can modify as they please. They might create a city out of nowhere and turn it into a fantasy land all in the next combat turn, for example. Imagination is the only limit[155]), Extrasensory Perception (Detect Illusions enables the caster to sense the presence of all illusion spells in an area around them in a radius, automatically revealing them[156]), Social Influencing (Sweet Talk enhances a person’s charisma and personal charm. Lie allows the caster to convince their audience to believe anything they say, no matter how ridiculous or absurd. The affected parties will not necessarily obey orders from them, but they will believe what is said as true[157]), Sense Manipulation (Confusion confounds all five natural senses of a single target[158]), Limited Information Analysis (Detect Lie automatically detects any lie told in the caster’s presence[159]), Illusion Negation (Destroy Illusions allows the caster to destroy any Active spell belonging to the path of Illusion[160]), Body Puppetry (The Gift of Lying forces a victim to lie. The lying behavior can be about anything the victim says, or restricted to a certain subject. The affected individual may not indicate that they are lying, nor give any truthful information about the subject in any way[161]), Memory Manipulation (Illusory Life grants the caster the ability to introduce false memories into the mind of an individual. The caster can alter their memories, including any and all new data they desire. Any person influenced by this spell is not able to differentiate illusory memories from their own[162]), Perception Manipulation (Non-Existence allows the caster to not be be perceived by any of the natural senses – although they still materially exist. Others cannot see, hear, smell, touch, or taste the presence of the individual in any way. In addition, the target does not leave any visible trace or marks behind while the spell is maintained. The only way to realize a non-existent character’s presence is via supernatural means (such as magic, ki, or psychic detections[163]), Immortality (Type 5. With Deceive Death the caster manages to deceive death itself. While active, the individual will not die in any way, as the flow of souls ignores their presence and will not claim them[164]), Subjective Reality (False Reality creates a distorted reality, and makes the false real. In this way, events that can never have taken place can be invented and made to produce effects upon the present[165])
Extrasensory Perception (Feel Death allows the caster to automatically detects any death that occurs within a radius around them and also reveals any undead. See The Great Beyond allows the caster or someone designated by them to see specters and other spiritual creatures invisible to the human eye. Necromantic Detection allows the caster to detect any living or undead being within a certain radius[166]), Life Absorption (Drain Life allows the caster to absorb the life force of another living creature, severely injuring it in the process[167]), Energy Projection (Death Beam projects a strong necromantic discharge[168]), Necromancy (Raise Corpses can animate corpses and turn them into zombies or skeletons under the caster's control. Control The Dead allows the caster to obtain absolute control over any undead creature in the area when cast[169]), Biological Manipulation (Dead Body temporarily stops the bodily functions of an individual without killing them, although they are still able to move and act completely normally. Anyone who inspects the body will be unable to discover that it is not a true corpse[170]), Power Absorption (Drain Magic absorbs the magical energy out of an individual or an object, and transfers it to the caster[171]), Soul Manipulation & Conceptual Manipulation (Type 1. Dominate Life allows the caster to enslave a living being’s soul. Raise Specters dominates the souls of the dead, perverting their essences and turning them into specters at the service of the caster. Drain Souls allows the caster to pluck the soul of another person, feeding on their essence and power. The stronger the spirit absorbed, the greater energy received[172]), Intangibility (Spectral Form transforms the caster into a crackling mass of pure necromantic energy[173]), Death Manipulation (Kill stops a subject’s bodily functions, causing immediate death[174]), Creation (Necromantic Chimera creates an undead creature subject to the caster’s control[175]), Corruption (Type 2. Life Perversion corrupts the essence of a living being and stops its natural bodily functions, immediately transforming it into an undead entity[176]), Immortality (Types 5 & 7. Surpass Death allows a living person to defeat death, becoming an undead entity without any spiritual ties[177])
Extrasensory Perception (Sense Chaos allows the caster to notice the fluctuations caused by chaos in the environment, allowing him to sense anything unnatural that occurs within the area of the spell. The spell cannot determine the exact location of the chaos, but the caster is aware of the level of influence that it has over reality in the area[178]), Fate Manipulation (Aura of Chaos causes a surge of energy that alters fate and makes events chaotic and unpredictable. While this spell is active, all sorts of unusual and impossible events occur constantly. In other words, it’s as if fate went crazy and anything could happen[179]), Probability Manipulation (Probability Alteration enables to caster to make themselves or a person of their choice to become very lucky or unlucky. Alter Luck causes a target to have improbably luck, which can be good or bad as chosen by the caster. Any situation the target is involved in whose result is determined by chance will always have improbable results, whether for good or ill. Paths of Chaos allows the caster to "reroll" an action a number of times[180]), Creation (Chaotic Aberration creates a spawn of chaos in reality. The caster does not have any power over the spawn, and it will behave in a completely unpredictable (but almost always violent) manner[181]), Causality Manipulation (Manipulate Chaos allows the caster to undo events, changing its outcome[182]), Chaos Manipulation (Control Chaos allows the caster to to bend chaos to his will, allowing him to get the results he wants from it. Thus, he could simply make a chair break or fold space to create a portal. Completely altering the laws of reality, Primal Chaos creates chaos in its purest form, an area where everything stops responding to any laws of reason. Space is distorted; a road leading a character up may actually take him downwards; miles are traveled in seconds and feet in hours. A person can be young and old at the same time, a storm may pummel the area on a sunny day. Nothing makes sense, because the concept of logic has ceased to exist[183]), Law Manipulation, Spatial Manipulation, Time Manipulation (Completely altering the laws of reality, Primal Chaos creates chaos in its purest form, an area where everything stops responding to any laws of reason. Space is distorted; a road leading a character up may actually take him downwards; miles are traveled in seconds and feet in hours. A person can be young and old at the same time, a storm may pummel the area on a sunny day. Nothing makes sense, because the concept of logic has ceased to exist[184])
Supernatural Willpower (Morale inspires the wizards’ allies, boosting their spirits and making them immune to the effects of fear or pain. Relentless March allows the wizard’s companions to march incessantly, resisting fatigue and the elements. Champion channels the fighting spirit of a group into one warrior, creating a ruthless and near-invincible fighter. The spell gives various bonuses to combat skills if the champion chosen is fighting alongside his peers. Beyond the End has power over the martial spirits of the caster’s mortal allies, allowing them to continue forward on the threshold of death and even after death[185]), Empathic Manipulation (Ancestral Rage wakes a craving for war in the wizard’s allies that makes them unstoppable warriors, human beasts full of unparalleled rage[186]), Power Bestowal & Statistics Amplification (Unleashed Destruction increases the destructive power of any allies near the wizard, giving them a bonus to the damage dealt by all their attacks. Final Protection increases the Resistances and Armor Type of all allies close to the wizard. Champion channels the fighting spirit of a group into one warrior, creating a ruthless and near-invincible fighter. The spell gives various bonuses to combat skills if the champion chosen is fighting alongside his peers[187]), Telepathy (Accurate Orders allows the caster or one other target to transmit orders directly into the minds of his allies. These messages are automatically sent, without the need to talk out loud or to make any sign that might be noticed by unwanted people. The character can choose who can hear and who cannot, and can transmit several commands at once with a single thought[188]), Weapon Mastery (Master of War enables the caster to fight physically with any weapon[189])
Mind Manipulation (Written Order allows the caster to write a simple command on a scroll that will affect the first person to read it, forcing him to comply. Theater of Life allows the caster to modify the behavior of people around him by writing on a surface the actions he wants them to take. Basically, the wizard becomes the writer of a play, turning people into actors who perform their tasks as he dictates[190]), Text Manipulation (Using a magical pen to draw characters in the air, Shield of Words allows the caster to create a shield of words that deflects both physical and supernatural attacks[191]), Reality Warping (Playwright changes reality to create plausible events that do not directly affect another living being. For example, if the wizard falls from a roof he can “declare” that he falls onto a hay cart, or if he wants to enter a locked building, he can “narrate” that the door is open and it will be true. The options this spell offers are endless[192]), Creation (Simulacrum creates a “minor character” with the personality and skills the wizard desires. To do so, the caster must describe in a book the personality, history, and nature of that individual, who believes he is really as he has been described[193]), Limited Fate Manipulation (Tragedy is the ultimate transformation of reality. The wizard can alter the fate of another living creature to end its life as he pleases. The caster can choose any outcome he wants for the life of a person such as “Stumbling, he fell mortally skewered on his sword” or “The sky brightened, and in between the storm clouds, lightning struck him like the arrow of a vengeful god.” Someone targeted by this spell must have been observed by the caster at least once, and the caster must know the person’s true name[194])
Information Analysis (Autopsy determines the cause of a creature’s death and the time it occurred[195]), Death Manipulation (Minor Extermination kills a creature of the caster's choice. Memento Mori kills any living creature within its area, regardless of their nature or condition. Death allows the caster to gains absolute power over death and may decide who lives and who dies in the area of this spell[196]), Necromancy (Put to Rest automatically destroys all undead creatures without a soul in the spell’s area[197]), Extrasensory Perception (Sense Death makes the caster able to sense death nearby. He becomes aware of those who have died or are dying close to him), Curse Manipulation (Deadly Curse can make a target die at a time determined by the caster and in a way the caster chooses. He creates a “prophecy of death” as he sees fit[198]), Resistance Negation (It's only possible to resist the Death spell once[199])
Sound Manipulation (Cantabile allows the character to make his voice or a melody appear to come from anywhere he wants within the spell’s range. Mezzo Forte makes a discordant musical note, unleashing a destructive sound wave that destroys anything solid it contacts. Fortissimo enables the caster to gain complete control over any sound produced in the spell’s area and may alter it, increase its power, or make it completely undetectable. For example, he could bring together small environmental whispers to form a beautiful melody or misrepresent a person’s words[200]), Empathic Manipulation (Adagio creates a song so charged with strong emotions that it influences everyone who hears it. The caster chooses the emotion in question[201]), Mind Manipulation (Alegro creates the most beautiful melody imaginable, which stuns and enthralls those who hear it), Statistics Amplification (Presstisimo creates a frantic tune that increases the speed of anyone the caster chooses within the spell’s radius[202])
Fragrance Manipulation (Perfume adjusts the target’s body odor, making it a fragrant, smooth, and pleasant aroma and evoking pleasant sensations in those within an area determined by the level of the spell[203]), Cloth Manipulation (Wardrobe temporarily transforms the target’s clothes into others of exquisite quality with the appearance of being clean and pressed at all times. Stains and splashes slip off the fabric without causing the slightest imperfection, and a tear will magically mend in seconds[204]), Mind Reading (Pleasant Conversation allows the caster to perceive the surface thoughts and major interests of his target, making it easier for him to engage the target in a pleasant and enjoyable conversation[205]), Social Influencing (Grandeur imbues the wizard with an air of grandeur, giving him great authority over those accustomed to obeying orders, forcing others to treat him with the respect and deference due to a superior. A soldier will not ask him questions, an innkeeper will offer his best table, and servants will kneel to him and quickly respond to his slightest desire. King of the World makes the wizard’s appearance and social skills deific, making him the center of attention and object of veneration of all those around him[206]), Shapeshifting (Perfection alters the target’s physical appearance so he looks perfect to all observers[207]), Empathic Manipulation (Perfume emits a fragrance that can cause targets to fall into a state of Fascination, becoming stupefied with pleasure and more receptive to the caster's words[208])
Forcefield Creation (Shield of Salvation creates a protective barrier that protects against all kinds of attacks. Wings of Salvation creates a protective barrier that protects against any attack[209]), Empathic Manipulation (Internal Balance causes a level of inner peace in the wizard or his target that makes him immune to any effect that might influence his emotions. Haven of Peace creates an area within which all aggressive instinct disappears. Absolute Peace fills targets with pure peace and makes them lose all desire for violence. Peace on Earth creates an area of total non-violence, where no conflicts or wars can take place. Everyone who enters the area forgets the very concept of violence or confrontation and becomes unable to carry out violent actions[210]), Extrasensory Perception (Detect Harmony allows the wizard to perceive whether those within the spell’s radius have peaceful or violent feelings[211]), Mind Manipulation (Sign of Peace prevents the enemy from performing an attack action against the caster[212])
Information Analysis (Detect Sin allows the caster to see the sins the target has committed[213]), Morality Manipulation (Imbue with Sin compels a target to commit the cardinal sin that he is the most closely associated with. Pride causes a target to feel enormous self-confidence and disregard the skills of those around him. Seed of Evil causes an affected individual to become inherently evil and lose concept of morality. The character will immediately begin to act wickedly[214]), Empathic Manipulation (Lust allows a target to become a magnet for anyone attracted to their gender. Anyone who sees the target feel immensely attracted to it, abandoning reason and making every effort to possess the object of their lust. Anger causes a target to enter an uncontrollable berserker rage, immediately attacking the object of his fury. The wizard may choose both a target for the spell and a person to be the object of this rage[215]), Limited Teleportation (Greed snatches away something that is in the target’s possession, making it disappear from him and appear in front of the caster. The object chosen does not need to have a clear way to “move” towards the caster; the spell can teleport any object, from one held in the target’s hands to the clothes or armor he is wearing[216]), Status Effect Inducement (Sloth causes the target to fall into a deep state of laziness, stopping them from performing any active action[217]), Damage Transferal (Envy causes a target to suffer all the effects the caster suffers[218])
Information Analysis (Categorize grants the caster knowledge about the nature of an object. Target objects can range from a plate of food, which would give him knowledge of the recipes used to make the meal, to a complex device, which would grant him a rudimentary understanding of how the device was built and what materials were used. Know Weakness allows the caster to see the imperfections and weaknesses of something or someone. If it is cast on a being, the caster knows his faults and weaknesses, while if it is cast on an object, the caster will learn if there is a weak point and where it is. Learn the Truth allows the wizard to magically discern when someone is lying to him[219]), Information Manipulation (Type 1. Magical Knowledge grants the caster the knowledge of how to cast a spell of his choice. Give Knowledge allows the caster to transfer knowledge from one individual to another. For example, he could cause someone to lose his knowledge of archeology or occult rituals and give that knowledge to someone else for the duration of the spell. The caster may choose whether to transfer all relevant information, or just that on a particular subject), Precognition (Combat Knowledge grants the wizard the ability to sense and understand an adversary’s abilities and combat tactics and to anticipate its movements[220]), Accelerated Development (Learning grants its target the ability to learn at a seemingly-impossible rate, reducing the amount of study and practice needed for him to master new knowledge[221])
Blood Manipulation (Slow Pulse affects its target’s bloodstream, slowing it down if it is abnormally fast. Clot prevents blood loss and closing clots. Cold Blood changes the targets’ blood to accommodate external conditions. Thus, targets are not affected by adverse weather and can survive icy wastelands or burning deserts with equal ease. Transfusion separates some of the vital energy from the caster’s blood and transfers it to an ally. Exsanguinate causes any wounds the target sustains to bleed horribly, greatly increasing the damage they suffer from attacks. Tears of Blood causes the blood in the target’s heart to expand and burst the heart from within. World of Blood gives the caster complete control over all blood within the spell’s range. His mastery is such that he can do anything from crippling living creatures to forming objects from blood that has already been shed[222]), Creation & Weapon Creation (Blood Creation creates an object or weapon from the wizard’s own blood, crystallized into an extremely hard magical material[223]), Life Absorption (Vampirism causes a chosen weapon to drink some of the blood of anyone it injures, channeling their life force into its wielder to restore his lost Life Points[224]), Limited Statistics Amplification (Flowing Blood makes the blood in the wizard’s allies’ bodies pump faster, greatly increasing their abilities. However, the pressure the targets’ hearts are under causes internal damage and may kill them if the spell continues for too long[225])
Extrasensory Perception (Sense Dreams allows the caster to locate the dream energies of everyone sleeping around him. In addition, he can tell by the energies they give off whether they are having peaceful dreams or terrible nightmares[226]), Information Analysis (Dream Spy detects the current happenings in the dreams of a sleeper, whether they are peaceful or nightmarish. It is not possible to manipulate them in any way, but they can be seen in detail[227]), Dream Manipulation (Disturbing Dreams allows the wizard to alter any dreams (whether peaceful ones or nightmares) within the radius of the spell in any way he wishes. Between Dreams and Reality allows the caster to alter the boundary between the real world and the Wake, temporarily fusing both planes of existence into one. Spirits from the Wake can freely enter the area affected by the spell and leave it back to the Wake. They cannot, however, leave the area of effect to travel in the real world. Creatures that have special powers in the Wake continue to be able to use them in the area affected. Make Dreams Real allows the wizard to bring into the real world any being or object that is in a sleeper’s dreams. For example, it could bring a shield, a warrior, or a horse that the dreamer rode into reality. In doing so, the object actually materializes and gains “substance”[228]), Astral Projection (Night Walker allows the wizard or a person chosen by him to bring his dream self into the real world. Thus, while his body sleeps, he can move freely around the world as a dream form. While someone is in this dream form, he is invisible to the naked eye (except to those capable of seeing spirits) and makes no noise. He is also completely intangible and cannot touch anything material[229]), Sleep Manipulation (Eternal Dream traps its victim in a dream from which they cannot wake until the wizard allows them to, no matter what happens to their body), Portal Creation & Dimensional Travel (Tear Membrane creates a vortex in reality, establishing a portal to the Wake or back from it), BFR (Banish to the Wake allows the wizard to boot the target from the real world to a random place in the Wake. The caster can choose whether he sends the whole target or only his mind (i.e., the target’s body will sleep while his mind goes to the Wake)[230]), Reality Warping & Fusionism (Between Dreams and Reality allows the caster to alter the boundary between the real world and the Wake, temporarily fusing both planes of existence into one. Spirits from the Wake can freely enter the area affected by the spell and leave it back to the Wake. They cannot, however, leave the area of effect to travel in the real world. Creatures that have special powers in the Wake continue to be able to use them in the area affected[231]), Subjective Reality (Make Dreams Real allows the wizard to bring into the real world any being or object that is in a sleeper’s dreams. For example, it could bring a shield, a warrior, or a horse that the dreamer rode into reality. In doing so, the object actually materializes and gains “substance”[232])
Extrasensory Perception (Temporal Knowledge allows the character to supernaturally perceive the passing of time[233]), Time Manipulation (Temporal Acceleration accelerates the wizard within the flow of time. While he sees the world in slow motion, to everyone else he is a blur of motion. Slow Time affects an area within which every individual chosen by the caster is pulled into a temporarily slow flow of time. Rewind affects the essence of a person, moving his “life” backwards in time. Naturally, the person concerned does not travel to the past himself; his essence merely reverts to the way it was at an earlier point in time. Thus, an elder could become a young man, or an adult could become a mere child, or even a baby. Undo Time makes the flow of time run backward, rewinding any event that has occurred within a period determined by the level of the spell. Time Jump sends a person or object forward in time. While the target does not perceive any period of time passing and only sees his environment shift suddenly, those around him at the moment of casting see him disappear completely. The caster may choose how much time ahead the target jumps, within the limits defined by the level of the spell. Temporal Loop creates a loop in a period of time, where events are constantly repeated over and over again. While the spell is maintained, when the end of the period determined by the caster is reached, the period of time starts over and its events begin again. Overlap Time allows the caster to create a linkage between present and past, making both join for a moment. In doing so, all that happened at a certain time in the past is reflected in the present, as if it had always been there. In actuality, the past does not change at all; the present is modified to incorporate the previous timeline. Both the people and the things that existed at that time and place reappear today. There is no limit to the number of items that can be brought into the affected area; there may be whole armies or eons-old cities that suddenly arrive. These beings and objects are not truly copies, but at the same time, they are not completely real; they are objects outside their natural timeline, and their existence is jarring to reality[234]), Time Stop (Stop Time makes time stand still inside a given space. Every individual or thing in the area of effect is frozen in time[235]), BFR (Time Jump sends a person or object forward in time. While the target does not perceive any period of time passing and only sees his environment shift suddenly, those around him at the moment of casting see him disappear completely. The caster may choose how much time ahead the target jumps[236])
Information Analysis (Eyes on the Other Side allows the wizard to see people’s deepest fears as well as their disorders and madnesses[237]), Darkness Manipulation (Shadow of Fear affects an area, making it dark and gloomy to others[238]), Sound Manipulation, Fear Manipulation (Whispers from the Other Side fills an area with whispering voices that cause primal terror in the hearts of men. Heighten Madness exacerbates the fears and follies of everyone within its area of effect. Everyone in the area becomes terrified of whatever frightens him the most and becomes temporarily insane, suffering from profound dementia. Terror temporarily causes the Terror state in everyone around the caster. The wizard may decide the cause of the terror for those affected. Fear Made Flesh causes the character to become a source of absolute terror. He causes fear in all types of creatures, even those that are normally immune to psychological effects. Anyone in his presence automatically suffers from Fear, without any possible Resistance[239]), Madness Manipulation (Type 2. Trail of Madness fills his target’s mind with insane ideas and concepts, upsetting his perception of the world and making him go temporarily mad, inducing psychosis, schizophrenia, or paranoia, and losing the ability to control his own actions. Heighten Madness exacerbates the fears and follies of everyone within its area of effect. Everyone in the area becomes terrified of whatever frightens him the most and becomes temporarily insane, suffering from profound dementia. Lord of Fools grants the caster the ability to control any person suffering from dementia, altering his perceptions of reality at will. Those affected must be within the spell’s area of effect and suffering from severe dementia[240]), Dream Manipulation (Dream Stalker allows the wizard to convert his victim’s dreams into a prison where his soul is trapped in an endless nightmare. The target is immersed in an eternal sleep in which he is constantly beset by unspeakable monsters and other creatures that chase and try to kill him[241]), Summoning (Incernation of Fear creates a pure embodiment of a person’s fear, a Being Between Worlds born from the deepest terrors of the target’s subconscious. The creature is real in all respects, but only the target and individuals who fear the same thing as the target are able to see it or interact with it. Similarly, the creature can only see or touch those who fear it[242]), Resistance Negation (Fear Made Flesh causes the character to become a source of absolute terror. He causes fear in all types of creatures, even those that are normally immune to psychological effects. Anyone in his presence automatically suffers from Fear, without any possible Resistance[243])
Non-Physical Interaction (Void is the sub-Path that controls the energies of nothingness, the strange power that comes from the absolute lack of all physical and spiritual things[244]), Void Manipulation (Shadow Void brings into being a fragment of the void, a mere shadow of nothingness that partially absorbs light, reduces the amount of oxygen in the area, and takes away vital energy from its surroundings. Void Shield creates a barrier that absorbs particles and converts all attacks received into nothingness. Reality Vortex creates an area full of millions of microscopic voids around the caster. Black Blade of Doom summons the void in its purest form, shaping a crackling blade of power in the caster’s hands. Void Aura covers the caster with an aura of void that protects him from the effects of supernatural attacks. Implosion creates a point of nothingness on the inside of something that attracts all its interior mass, causing it to implode and disappear completely[245]), Forcefield Creation (Void Shield creates a barrier that absorbs particles and converts all attacks received into nothingness[246]), Power Nullification (Void Aura covers the caster with an aura of void that protects him from the effects of supernatural attacks[247]), Absorption (Implosion creates a point of nothingness on the inside of something that attracts all its interior mass, causing it to implode and disappear completely[248]), Portal Creation & Resistance Negation (Door to Nowhere opens a portal into absolute nothingness, the primal void that will one day devour the universe. Anyone who walks through the door will automatically cease to exist without any possible Resistance[249])
Light Manipulation (Change Color allows the caster to change the color of a material, object, or person whose presence is within the given limit[250]), Sound Manipulation (Create Music enables the caster to create audible music within a radius. The piece is performed with an independent music ability based on the level of the spell. This can only play pieces the caster is familiar with, even if only in a vague way. Create Sounds creates a specific sound over a specific place[251]), Extrasensory Perception (Magic Detection enables the caster to detect any source of magic around them[252]), Telekinesis (Via Move Objects. Levitation Sphere allows objects and creatures in the area of effect to levitate. The caster can decide what levitates and what doesn’t, regardless of weight or size[253]), Limited Damage Reduction (Stop Fall cancels the effects of a fall from great heights[254]), Text Manipulation (Undo Writing removes a certain amount of characters or letters on an object or surface. This does not destroy the material upon which it is written, just the characters or letters upon it[255]), Animal Manipulation (Attract Minor Vermin summons a mass of vermin (toads, lizards, wasps, rats…) to the place designated by the caster[256]), Smoke Manipulation (Fog allows the caster to form a fog with a density determined by the caster, which remains stationary where it was cast[257]), Dimensional Storage (Via Infinite Bag[258]), Fear Manipulation (Via Cause Fear[259]), Biological Manipulation (Contraceptive Perception prevents the caster or targets from contracting sexually transmitted diseases or conceiving offspring. Eliminate Fatigue magically induces recovery from physical exhaustion. Eliminate Needs completely eliminates any physical needs of an individual. The subject will not be affected by the effects of hunger, fatigue, or sleep, completely ignoring any penalties caused by them[260]), Forcefield Creation (Via Magic Shield[261]), Thread Manipulation & Adhesive Manipulation (Net creates high density magical fibers, which act as a very sticky web. It has a number of uses such as blocking an area, or throwing directly on individuals[262]), Empathic Manipulation (Serenity instills a sense of peace and tranquility to the target of the spell, causing them to calm themselves even if terrified, or full of rage. Invoke Aggressiveness increases the aggressiveness of all living beings close to the caster. Those affected are subject to the Rage state and act in a violent manner toward any individual or thing targetable by their anger. Friendship creates a bond of friendship towards another person designated by the caster. Create Emotion creates a designated feeling or emotion within a particular target[263]), Size Manipulation (Via Alter Size[264]), Shapeshifting (Change of Outlook modifies the facial and bodily appearance of the subject on which it is cast[265]), Dream Manipulation (Eliminate Dreams suppresses the ability of an individual to dream. Send Dreams allows the caster to send images and words to the subconscious of a sleeper[266]), Astral Projection (Via Extend Presence), Purification (Type 3. Heal Diseases automatically heals any disease. Purification purifies a target by eliminating any harmful element, such as poisons and toxins[267]), Pain Manipulation (Resistance to Pain increases the capacity of an individual to withstand pain[268]), Enhanced Senses (Via Sense Feelings[269]), Information Manipulation (Type 1. Absorb Information enables the caster to absorb written or visual knowledge within sight or reach. The Gift of Knowledge allows the caster to obtain intellectual knowledge that they do not know[270]), Transmutation (Alter Energy can transform intensities of any kind of elemental intensity into another, such as converting fire into electricity[271]), Power Nullification (Cancel Magic negates the effects of all spells (including those of the caster) within a radius around the caster[272]), Disease Manipulation (Cause Sickness causea a victim to fall ill. Plague causes a disease to spread endemically[273]), Curse Manipulation (Curse causes a series of negative conditions on the person it affects. It causes misfortune when certain actions are performed by the victim. The caster decides what exactly the action is, as well as it’s consequences. By it’s nature, the spell does not influence only those directly targeted, but also others who interact with them if they enter the designation of the curse[274]), Mind Reading (Read Minds enables the caster to delve into the thoughts or memories of an individual[275]), Statistics Reduction (Slow diminishes the movement speed of the target), Acid Manipulation (Acid Cloud forms a corrosive cloud, which melts any material by mere contact[276]), Sense Manipulation (Via Blindless, Deafness, and Inability to Speak[277]), Healing (High-Low. Heal Wounds heals any kind of wounds except missing organs[278]), Sleep Manipulation (Sleep induces a deep sleep on all subjects within an area[279]), Physics Manipulation (Walk on Walls allows an individual to move on walls or ceilings as if they were the floor, completely annulling any rule of gravity[280]), Memory Manipulation (Forgetfulness affects the memory of the target, making them forget everything the caster desires[281]), Paralysis Inducement (Via Paralyze[282]), Sealing (Containment enchants a certain place by making any creature that enters or is already inside unable to leave its border. Although they can move within the interior area freely, it will be completely impossible to cross outside the barrier[283]), Vector Manipulation (Deflect Trajectory modifies the trajectory of a moving body, redirecting it in the way the caster wishes. Affects any amount of mass, whether small like an arrow or as large as a moving ship[284]), Mind Manipulation (Dominion enables the caster to dominate the will of a target[285]), Flight (Via Flight[286]), Invisibility (Via Invisibility[287]), Homing Attack (Perfect Target magically enhances a conventional projectile so that, once shot, it will reach its target inescapably[288]), Self-Sustenance (Types 2 & 3. Eliminate Needs completely eliminates any physical needs of an individual. The subject will not be affected by the effects of hunger, fatigue, or sleep, completely ignoring any penalties caused by them[289]), Portal Creation (Gate creates a magical portal between two distant places. Anyone crossing it will move instantly to the other opening[290]), Immortality (Type 1. Immortality is a spell that enables the caster to not age nor suffer the effects of the passage of time[291]), Clairvoyance (Location allows the caster to find a person, object, or place, and know it’s exact location at the time[292]), Power Modification (Steal Spell substracts the magical essence of a spell, cutting the ties with the sorcerer who cast it and linking it to another. The caster takes control of a spell that is not theirs, controlling it from that moment onward as if they had cast it themselves[293]), Teleportation (Teletransportation allows the caster or other targets to teleport to another position[294]), Retrocognition (Eye of Time allows the caster to send their senses into the past, to observe any event that happened long ago in their current place as if they were present at that time. The caster can observe any time within the period determined by the level of the spell, moving their senses backward and forward within that range at will[295]), Power Mimicry (Imitate Spells allows the caster to imitate a spell that is in their presence[296]), Possession (Possession allows the caster to take control of the body of another individual, temporarily moving a portion of their soul into the host. This dominion allows the caster to either use the abilities of the possessed individual, or their own), Fate Manipulation (Predestination allows the caster to modify the coming events according to their desire, predestining different events in the future. The caster may designate the complexity of these events in any way they wish. It is possible that they preordain one event, leaving to chance the many small events that lead to it’s realization, or on the contrary determine each of these aspects leading to the ultimate end. Preordained events may be set for a specific date or may be scheduled to repeat eternally throughout time[297]), Law Manipulation (The Magistrate allows the caster to becomes an absolute judge of what happens, obtaining the ability to intervene in the decisions of all present. If desired, they can veto any active action of those inside the area, prohibiting them from doing anything the caster doesn’t wish for them to do[298])
Absolute Zero, Absorption, Acid Manipulation, Age Manipulation, Attack Reflection, BFR, Biological Manipulation, Blood Manipulation, Body Control, Body Puppetry, Causality Manipulation, Chaos Manipulation, Clairvoyance, Soul Manipulation, Chi Manipulation, Conceptual Manipulation (Type 1), Corrosion Inducement, Corruption, Damage Boost, Damage Reduction, Damage Transferal, Darkness Manipulation, Death Manipulation, Deconstruction, Disease Manipulation, Dream Manipulation, Duplication, Durability Negation, Electricity Manipulation, Elemental Manipulation, Empathic Manipulation, Existence Erasure, Explosion Manipulation, Extrasensory Perception, Fate Manipulation, Fear Manipulation, Fire Manipulation, Forcefield Creation, Fragrance Manipulation, Fusionism, Gravity Manipulation, Healing, Heat Manipulation, Ice Manipulation, Illusion Creation, Information Analysis, Information Manipulation (Type 1), Law Manipulation, Life Manipulation, Light Manipulation, Magic, Madness Manipulation (Type 2), Matter Manipulation, Memory Manipulation, Mind Manipulation, Morality Manipulation, Necromancy, Pain Manipulation, Paralysis Inducement, Perception Manipulation, Petrification, Poison Manipulation, Possession, Power Absorption, Power Mimicry, Power Modification, Power Nullification, Precognition, Pressure Points, Probability Manipulation, Psychometry, Purification, Reality Warping, Regeneration Negation, Resistance Negation, Sealing, Sense Manipulation, Size Manipulation, Sleep Manipulation, Social Influencing, Sound Manipulation, Spatial Manipulation, Statistics Reduction, Status Effect Inducement, Subjective Reality, Summoning, Text Manipulation, Telekinesis, Telepathy, Teleportation, Time Manipulation, Transmutation, Unholy Manipulation, Vector Manipulation, Vibration Manipulation, Void Manipulation (Can resist those effects through the Resistances Stats), plus Unconventional Resistance to Soul Manipulation and Conceptual Manipulation (Type 1) (The soul in Anima: Beyond Fantasy is the same thing as the concept, and vice-versa. One would need to affect both to affect a soul)
Attack Potency: Low Multiverse level (At least comparable to The Nameless. Along with other Messengers, she fought and defeated Baal in the past)
Speed: Subsonic travel speed with FTL combat speed (Should be as fast as other high-tier Messengers such The Nameless and Jonathan Kappel). Several spells can increase or decrease the speed of others or herself
Lifting Strength: Athletic Human (Can lift up to 120 kg due to having Strength 6), higher with spells
Striking Strength: Low Multiverse level
Durability: Low Multiverse level
Stamina: Average, higher with Use of Necessary Energy (Use of Necessary Energy is a power that allows the user to economize their stamina, multiplying by 10 the amount of time required before the user starts feeling the aftereffects of tiredness[299])
Range: Melee range. Varies with spells (Some of her spells can reach a range of up to several thousands of kilometers, stop time itself, and even disregard any distance limit[300]). Interdimensional with portals (She has the ability to create supernatural portals that allow her to teleport virtually anywhere, including other planes of existence[301])
Standard Equipment: Staff of Pertho
Intelligence: Extraordinary Genius (She has thousands of years of war experience. She is always prepared for virtually any eventuality; if she fights, she has a plan within every plan, and a contingency measure hidden within every contingency measure. She has absolute mastery over magic, knowing every spell and ritual in existence. She created the basis of all enchantment and spells. Extremely good with politics, causing a country to prosper enormously in just three years after becoming President of Congress[302][303])
Weaknesses: Despite technically knowing all spells, she is unable to keep all of her mystical knowledge in her head and remain a natural being. She compensates this with "memory crystals" that allows her to have a specific and chosen part of her magical knowledge active at any given moment. However, she can completely bypass this limitation with The Secret Origin of All Magic, if she wants to.[304]
Notable Matchups
Victories:
Losses:
Inconclusive:
References
- ↑ Core Exxet: Secondary Abilities
- ↑ Core Exxet: Secondary Abilities
- ↑ Core Exxet: Secondary Abilities
- ↑ Arcana Exxet: The Gift
- ↑ Etheldrea Sheet
- ↑ Anima: Gate of Memories - The Nameless Chronicles
- ↑ Anima: Gate of Memories - The Nameless Chronicles
- ↑ Etheldrea Sheet
- ↑ Etheldrea Sheet
- ↑ Dominus Exxet: The Origin of Ki
- ↑ Core Exxet: Ki Dominion
- ↑ Arcana Exxet: The Origin of Magic
- ↑ Arcana Exxet: The Gift
- ↑ Core Exxet: Spell Descriptions
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- ↑ Arcana Exxet: Sub-Paths of Magic
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- ↑ Core Exxet: Ki Dominion
- ↑ Core Exxet: Spell Descriptions
- ↑ Etheldrea Sheet
- ↑ Etheldrea Sheet
- ↑ Anima: Gate of Memories - The Nameless Chronicles
- ↑ Etheldrea Sheet
Discussions
Discussion threads involving Etheldrea |