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Revision as of 22:47, 15 January 2018 by Asch (talk | contribs) (Skill Set)
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Standard
Spirit Magic allows the user to boost allies by commanding spirits to protect them in combat. This magic bridges the gap between the living and the dead, allowing the user to communicate with spirits and sense their presence. Restless spirits can become aggressive and cause damage to the user, while others can rejuvenate injured allies.
Energy gauge Range gauge
  • Support
Awakened
Soul Binding allows the user to bind spirits to inanimate objects, such as empty suits of armor, marionettes, dolls, or weapons. This grants the spirit a physical form that allows it to aid the user in and out of combat. If these containers are not regularly replenished with magical energy, the spirit will return to their previous state.

Energy gauge Range gauge
  • Utility
  • Summon

Skill Set

Spirit Binding These spells bind spirits to an area or targets to buff or support them. The target will feel very cold while they are haunted.
Channeling These offensive spells require channeling, but have great offensive capability.
Communing These spells allow the user to sense and communicate with spirits.
Support These spells is similar to other support magic, they heal, buff, and revive.

Weapon

Rod (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.
Focus (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.
Spell Ring (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.
Rune Stone (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.
Charms (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.
Grimoire (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.
Staff (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.
Tarot Cards (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.