Wands/Spells Glossary

This is the list for all the wands/spells that have been mentioned in the novel and their use. Spells that need spellcards/scrolls to cast will be in a different category from the normal spells. Will be added as the story goes.

 

Wands/Spells

Passwall: A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions – up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

Castling: To switch place with the target. If the caster has a hostile intent towards the target, this spell can be resisted with even just a little bit of magic resistance.

Glam Sight: To examine the properties of a magic, from who cast it to when it was cast, if the target magic originates from a scroll or a wand, then the maker of the wand/scroll will also appear. If cast using a standard wand, one swing can last up to 30 seconds. Effect time may vary depending on the quality of materials

Urd Sight: To see the event that happened in the past. If cast using a standard wand, each swing can see up to 5 minutes in the past. Effect time may vary depending on the quality of materials.

Raptor Sight: To see a great distance from a close range like zooming with a binocular.

Fire Bolt: Shoots fire arrows.

Hold: Paralyzes the target. If cast using a standard wand, each swing can last up to 3 seconds. Effect time may vary depending on the quality of materials.

Gust: Shoots a gust of wind. An average gust is able to blow away an adult man up to 10 meters.

Levitation: To levitate target. If casts using a standard wand, one swing will levitate target up to 5 cm above ground. Each swing will raise the altitude exponentially.

Magic Missiles: Shoots bullets made of pure magical power.

Lightning Bolt: Shoots lightning.

Grease: To apply oil on the target’s surface.

Unlock: To unlock locked things.

Lock: To lock things.

Feather Falling: Slows down the target’s descend.

Mage Finger: Appears as a spectral hand which will follow the caster’s hand movement.

Water Walking: To walk on water. Since this spell hasn’t been used in the novel, details of the spell are still unknown.

Sailor’s Song: A wand-exclusive magic. A specific song has to be sung while using this wand and a star will fall. The recoil from this wand is very large, and it is said that if a mediocre alchemist uses this wand, just dropping one star will cost their life.

Barbed Wire: A spell to create barbed wires. Any creatures moving through this barbed wire will take damage.

Stone Wall: A spell to create a wall made of stone. A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels.

Disarm: Knocks off the target’s weapon.

Disintegration: Breaks a matter into fine particles.

Dispel: Dispels the targeted spell.

Break Enchantment: The strongest dispel magic. Frees victims from enchantments, transmutations, and curses. Can reverse even an instantaneous effect.

Arcane Disjunction: Sends forth with a low pinging sound a rippling wave of dead Weave energy in a 20’ radius. Any spell of 9th level or lower in the area of effect ends immediately.

Analyze Dweomer: Discerns all spells and magical properties present in a number of creatures or objects. In the case of a magic item, one can learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, one can learn each spell, its effect, and its caster.

Crystal Cluster: Crystal formation. Very versatile.

Leap: Strengthens the target’s jumping power.

Auto Scribing: Automatically transcribes manuscripts.

Siren’s Echo: To sense reefs using the echo created by the wand.

Magic Mapping: A wand that combines Auto Scribing with Siren’s Echo. This wand has the power to pass through obstacles to some extent and reveal the structure of the building. The wand containing this magic is a set with a scroll. The map of the surroundings is drawn by the wand magically on the scroll upon use.

Merciful Death: Casts a curse of death on a person with a time limit of mercy. Once the time limit is up, the curse will bring about the death of the target promptly without any pain.

Death: Casts a curse of death. If the animal used for the core material of the wand is bigger than the target then the the curse will immediately bring death to the target.

Digging: Digs the targeted area.

Sticks to Snakes: This spell turns sticks into snakes. There must be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes.

Longstrider: Increases target’s speed.

Haste: A time magic. Enhances the flow of time around the caster.

Condensation Shield: This spell causes a disc of dense vapor to condense out of the air surrounding the caster. It acts like a normal shield, but its stopping power depends solely on the power of the spell. This shield has built-in artificial spirits that will automatically senses the direction of the attack and instantly generates an ice shield to block the attack.

Eyes of Overworld: A lens with a spell made exclusively by Harold at Erica’s request. Inspired by Auguste’s visual extension. Gives the user a bird’s eye-view, can see through walls, the world is perceived as monochrome but living things and golems are perceived as lights.

 

Spells that need scrolls/spellcards

Protective Circle: A defensive barrier whose defense depends on the amount of spellcards used to make it. It’s a barrier formed by countless spellcards flying in a circle at a high speed.

Phantasmal Maze: This magic divides the target location into compartments. A person from one compartment can’t go to another compartment.

Delay Barrier: A barrier where time moves slower than usual.

Bind: Needs spellcards to cast this spell. The spellcards used to cast it will form rings around the target that will fix the target in one place.

Auto-mapping: A magic to automatically draw a map by putting spellcards in certain points.

Alarm: A spell that uses spellcards. Sets an alarm against unwanted intrusion. Until the spell ends, an alarm will alert you whenever a tiny or larger creature touches or enters the warded area. You can also designate creatures that won’t set off the alarm.

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