General Spell Lore
Through out the universe those who are able to tap into a higher level of being open the doors to limitless probabilities. The realms of time and space within higher and lower dimensions can be tapped into by those who reside in this world. The only cap to the size and power of manipulating probability to your will is ones soul. Beyond practice. One can only cast spells of high caliber with an expansive soul.
Spell Types
Insect, Dark, Chaos, Electric, Divine, Light, Striking, Fire, Wind, Spirit, Plant, Ice, Blunt, Poison, Telepathy, Earth, Steel, Water
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Manipulation
You can alter things around you as you wish. Flame control, air control, water control. Or even psychic powers like mind reading, or levitation. All of reality can be manipulated, even time. There are limits to how far one can go. However with proper training you can extend your influence. A descendants manipulation depends on their blood limits, personal choice, and experience. For example a full blooded Lassa will not be able to learn fire manipulations. Descendants use their souls essence when manipulating. This essence can run out but can be replenished. This replenishing takes time. Training can increase the essence and replenishing speed.
Manifestation
Things that arise from nowhere. These things are taken from another world and brought here. This is beyond the impossible. Necromancy, spellcasting, Pyromancy, summoning. All forms of manifestations. For example when a descendant summons fire, lightning, or water from where there is none that is manifesting something into reality. Spellcasting is a different and more varied way of manifesting. It requires knowledge of how to cast the spell. For a descendant, the cost for a spell is some of their soul's essence.
Bloodline Resistances / Weaknesses / Schools / Elements
100% Seraphim - Affinity
Element: Divine
Schools: Abjuration 8, Divination 8, Enchantment 6, Conjuration 7, Necromancy 5, Illusion 5
Weakness- Chaos 8/ Soul Damage, Dark 5/ Silence, Striking 5/ Bone Break, Blunt 5/ Daze, Ice 3/ Debilitation, Electricity 3/ Stun, Fire 2/ Burn, Water 2/ Damp, Earth 2/ Bury, Poison 1/ Poisoned
Resistance- Divine 8, Spirit 6, Light 5, Plant 3, Insect 3, Telepathy 4, Wind 4
100% Dragon - Affinity
Element: Chaos
Schools: Evocation 8, Transmutation 6
Weakness- Divine 8/ Soul Damage, Telepathy 7/ Agro, Spirit 6/ Possession, Chaos 5/ Soul destruction, Steel 4/ Piercing
Resistance- Electricity 5, Fire 5, Water 5, Wind 5, Earth 5, Ice 5, Dark 3, Light 3
100% Tyro - Affinity
Element: Fire
Schools: Evocation 8, Conjuration 3, Enchantment 3, Illusion 5, Divination 2
Weakness- Water 7/ Damp, Earth 6/ Buried, Dark 4/ Smothered, Telepathy 4/ Agro, Poison 3/ Poisoned
Resistance- Fire 8, Steel 4, Plant 6, Light 4, Wind 5, Insect 5
100% Lassa - Affinity
Element: Water
Schools: Evocation 7, Abjuration 4, Conjuration 3, Enchantment 7, Transmutation 3
Weakness- Wind 4/ Off-Balance, Light 3/ Dehydration, Fire 2/ Dehydration, Plant 4/ Absorption, Insect 1/ Feeding
Resistance- Water 8, Earth 4, Electricity 5, Dark 3, Poison 3, Ice 4
100% Sol - Affinity
Element: Light
Schools: Evocation 7, Abjuration 7, Conjuration 2, Divination 4, Illusion 5
Weakness- Dark 5/ Silenced, Chaos 4/ Soul damage, Earth 4/ Buried, Fire 4/ Burning, Poison 6/ Poisoned, Insect 4/ Gnawing, Spirit 4/ Possession, Steel 4/ Cut, Ice 4/ Frostbitten
Resistance- Light 8, Divine 4, Blunt 3, Telepathy 6, Plant 8, Water 4, Electricity 2
100% Nayu - Affinity
Element: Dark
Schools: Illusion 8, Evocation 3, Conjuration 5, Necromancy 5, Enchantment 6
Weakness- Light 5/ Blinded, Divine 4/ Soul damage, Fire 3/ Burning, Striking 6/ Dazed, Earth 3/ Crushed, Electricity 3/ Stun
Resistance- Dark 8, Poison 8, Telepathy 5, Water 4, Spirit 4, Plant 3, Insect 2
100% Oro - Affinity
Element: Earth / Wind
Schools: Abjuration 7, Conjuration 5, Enchantment 4, Evocation 3, Transmutation 7
Weakness- Water 5/ Sinking, Striking 7/ Shatter , Plant 5/ Binding, Fire 3/ Melding , Steel 3 / Chipping , Telepathy 8/ Confusion , Insect 3/ Swarmed
Resistance- Rock 8 , Wind 8, Ice 5, Poison 4, Electric 7, Blunt 7, Divine 3, Dark 3, Chaos 3, Light 3
Attack / Spell Types
Insect, Dark, Chaos, Electric, Divine, Light, Striking, Fire, Wind, Spirit, Plant, Ice, Blunt, Poison, Telepathy, Earth, Steel, Water