Lores of Magic
The following is a list of all the Spells that have been used in the Heavy Rayne series. They are catergorzied by Lore.
UNIVERSAL LORES
The 8 Universal Lores are the original Lores of Magic and the eight basic elements of Magic. All subsidiary Lores have one of these Branches of Magic as it's base. The 8 Universal Lores are what are taught at Academy, with the exception of the Lore of Metal. Celestial Magic is restricted to General Class Agents and Farseer's.
FIRE LORE: The lore of fire is the power to manipulate the Oxygen and flammable gases in the air and heat it using soul power, thus creating fire. It is easily one of the most prominent lores as not only are the spells effective in combat, but it also doesn't require any special needs since the raw materials are present everywhere in the atmosphere.
Spells
-Burning Barrage: The user fires several small fireballs that explode on impact.
-Fireball: Shoots a fireball from the casters hand.
-Flametongue: Sheathes the object the caster is holding in flames.
-Dragon Gale: The caster fires a large cone of fire from in front of their mouth.
WATER LORE: The lore of Water most commonly manipulates a nearby body of liquid for various effects. To a lesser extent, it can be used to form water from the Hydrogen and Oxygen in the air itself, but the water produced is rarely enough for due to the vast quantity needed for most Water spells. As such, it is one of the least common Lore's in pratice.
Spells
-Aqua Armour: The user creates a suit of water around their body which absorbs blows and defends against prevents sharp objects.
-Bubble Dome: Creates a large dome of water around the caster.
-Cannonball: The user creates a ball of water roughly the size of them then fires it from their hand with extreme force.
-Crashing Wave: Forms a medium sized wave with the sweep of an arm and sends it at the opponent at force.
-Hanging Mist: Casts a mist around the opponent, obscuring movement. It also clears any smoke or ash in the air.
-Poseidon: Two massive waves of water rise from behind the caster and rush forward, crashing into and washing away anything in its path.
-Pressure Cannon: Fires an extremely pressurised jet of water from the casters hand, capable of cutting through steel.
EARTH LORE: The lore of Earth is the power to freely manipulate Earth and Stone. It is the most physical of all the lores, using solid rock as a means of defence or assault. As the earth itself is in abundance and does not require converting, the spell caster uses less energy than one utilising Fire or Water. Its spells are on a large scale and can be used for incredible defences.
Spells
-Landslide: Sends a tide of mud and loose earth at a chosen target.
-Shockwave: Rocks the ground in the surrounding area.
WIND LORE: The lore of Wind is the power to manipulate the air itself through the use of soul power, to alter its speed and concentration. Like the Lore of Earth, since Air is literally everywhere and does not require converting, this lore uses less energy than fire and water lores. However, it does take a considerable amount of Soul power to control a large amount of wind and to spin it at high speeds. The two main types of attack is to either condense enough wind so that it can cut a target, or use the overwhelming force of high speed gales to pulverise the foe.
Spells
-Aerosphere: Creates a spherical barrier of wind moving at high speeds around the user.
LIGHTNING LORE: The Lore of lightning is the power over Electricity generated through the use of charged soul power. The user supercharges particles of soul power until they conduct static electricity, this is then amplified even further to the point that the user is wielding sizeable amounts of electricity. Another way to utilise this lore is to manipulate the atmosphere in such a way that it produces its own lightning, through which the caster holds dominion over with their soul power. This natural lightning is far more potent, but requires a far larger amount of soul power since the user must reach the very clouds with it.
Spells
-Lightning Spiral: Casts a coiling bolt of lightning from the casters hand, similar to a corkscrew that can bore through objects.
-Rolling Thunder: Several bolts of lightning thrash across the ground from the casters outstretched hands towards the target.
-Thundershot: fires a charge of electricity from the users hand.
METAL LORE: More commonly referred to as Alchemy, the lore of metal is the power to manipulate the shape, temperature, density and even the chemical base of any metallic substance in the vicinity of the caster.
Spells
-Rule Of Reconstruction: Allows the user to reshape any metal they come into contact with, allowing them to weaken or strengthen metallic objects at will.
SHADOW LORE: The Lore of Shadow's is the ability to give Shadows form via soul power and thus control these shadows through various spells. This Lore is useful for concealment or surprise attacks and is favoured commonly by the Hidden Op's of Academy.
CELESTIAL LORE: The Celestial Lore, sometimes referred to as the Lore of Heavens or Astral Lore, is the power to manipulate and draw in objects, Meteorites and matter beyond the earth itself, as well as the ability to mold cosmic radiation and manipulate Gravity. This is by far the most potent lore and is reserved to only the most skilled magicians, since a single spell from this lore has the potential to cause a global catastrophe.
SUBSIDIARY LORES
These are the Lores that are derived from the eight base Lores of Magic. The vast majority of these are also taught at Academy, but this is usually only the Agent shows a promise in a particular type of Magic, then they are taught it's Derivative Lores.
NATURE LORE: The Lore of Nature allows the user to manipulate organic life with Soul power, such as tree's, plants and Fungi. It is derived from the Lore of Earth. Although an Lore geared towards agriculture, it has it's uses in battle, such as accelerating the growth of plants and tree's for concealment, or turning the heavy branches of a tree into deadly weapons.
ICE LORE: The Lore of Ice is a subsidiary Lore, derived from the Lore of Water. It involves freezing and manipulating water molecules as a means of attack or defence. Similar to the Lore of Water, it depends on a pre-existing body of liquid to be present, since only minimal Ice could be made from the immediate atmosphere.
SOUND LORE: The Lore of Sound is a Subsidiary Lore, derived from the Lore of Wind. Instead of spinning or pushing the air around them, the user vibrates it instead, causing shockwaves. The user can use these shockwaves for attacks, but can also produce sounds to deafen foes or disrupt their balance.
LOTUS LORE: The Lore of Lotus is a rare magic, with the sole practitioners of this Lore being the Kuya Clan. It is not taught by Academy and is not recognised by the High Mage Court as one of the Universal Lores. It involves the use of specially cultivated seedlings, imbued with magic during their growth to reproduce a certain effect when a spell is invoked. Some believe it was derived from the Lore of Nature although this is merely speculation.
FORBIDDEN LORES
Forbidden Lores are one's that have been banned and any documents relating to the teaching of such Magic have been seized by the High Mage Court. As such, not too much is known about these lores. The two main types of spell's that are said to be forbidden are those that are considered evil, or those that violate the laws of Nature and physics. Whether such Lores truly exist is unknown.
BLOOD LORE: A forbidden Lore, it is a crime to use or learn such Magic. It is also referred to as Ritual Magic, as some believe that the user sacrifices a set amount of blood in exchange for a demon's ability. Although, most in the modern era believe this to be false, it is still a very dangerous Lore, with many who used it in the past having succumbed to madness, leading it to be banned.