Cherreads

Spells Grimore [Spoiler warning]

Since I dont you to go thinking the MC spells are broken or anything I will put detailed information on how each spell work here, I will put spells that have been used by other characters here as well if the name of it was mentioned in the chapters, I will update along with chapters instead of putting everything at once too, it will be always up to date with past chapter.

Eleanora Mirals from noble house Malakai:

Primal Mend: A powerful healing spell, it can recover almost all wounds, the more you hone and practice this spell the more of its true power will be revealed.

Cost Type: Vampire blood instead of mana.

Negatives: needs some amount of focus and stability of mind to start working probably, as well as some time.

The more honed the spell, the stronger the effect, and the more Blood it will consume, if not careful this can quickly drain all your blood.

Effects: this spell heals the wounds, and on succesful wound heal it increase the body endurance and physical strength temporarily, this effect can stack with other effect or with repetive usage of the same spell.

Crimson Arrow: A very offensive spell that uses blood to conjure an arrow that will strike down your foes. It can slightly change direction while flying with the caster desire.

Cost: Vampire blood instead of mana. About 4 to 5 drops at maximum.

Negatives: needs some time to conjure, and the direction change is not that effective when compared to how fast it will go.

Effects: will cause the enemy to bleed.

Crimson Spear: The ultimate version of Crimson Arrow spell.

Cost: 50 drops of mortal blood, 10 drops of Vampire blood.

Negatives: high blood cost, can quickly case hunger if used too many times.

Effects: Cause the enemy to bleed, drains some of the target blood if succesfully caused bleed.

Special Effect:

1\This Spear can be accurately controled, changing direction drasticly while targeting an enemy or even stopping right at the last moment if the caster chooses to do so.

2\After it hits succesfully it will cause the blood drained from the target plus the blood they bleeded before or/and after to join the mass of the floating spear and reshape into a sphere of swirling blood, this sphere can fly back to the caster to consume. The Sphere can be consumed directly to gain the mortal blood within it, or can be reused to shape another crimson spear it contained enough blood (extra blood will enhance dmg)

Blood Siphon: order mortal blood to obey your vampire grace and help itself to come to you, within close range.

Cost: 100mp (mana point)

Negative: small range, also to work probably the target must have an open woud that bleeds, the larger the wound the more success chance you get.

Effect: it doesnt only draw the blood that the target have bleed, but also extract more depending on how deep and wide the wound is, causing both pain and damage to internal flesh in the process due the forceful extract of blood. The target needs both high magical and physical resistance to lower the extracted blood or even prevent the extraction.

The Duke, Leader of the failed rebellion:

Firebolt: A swift fire shot that deal medium damage and can set enemy aflame.

Negatives: weak spell.

Cost: 15mp

Stealth cloak: will render the user invisible for some time.

Negatives: if some sort of liquid or powder were sprayed over the invisible caster it wont be so invisible anymore, high mana consumption compared to time.

Cost: 10mp/s

Quick blaze cloak: will cover the user in flames that burns whoever dares to get close enough.

Negatives: high mana cost.

Special effect: this magical flames will not burn you nor your clothing, it will not hurt even.

Special effect: This cloak spell can be cancelled to immediately cast another cloak spell making its first 5 seconds free of cost.

Cost: 50mp

Fireball: a strong fire spell that can be charged with extra mana for extra damage output.

Negatives: slow casting and repeative use can quickly drain your mana, the explode can hurt you or your allies.

Special effect: upon hit, this fireball will explode aggresively, can be charged. (Rng & dmg depends on charge power)

Cost: 20~50 mp

Flame skin: this magical affinity will make you immune to fire spells, absorbing all magical fire that touches you and turn it into mana.

Negatives: it will cancel fire healing spells as well, it does not work with primal fire spells and physical fire, may lower your mana regeneration by a small amount(10%).

Cost: N/A (this is a passive spell that can be turned on and off, but it doesnt cost anything, its an alternation of your inner mana cycle)

Soaring bullets: a rapid shots of small concentrated fire balls that look like bullets.

Negatives: good only as a first surprise attack at a non-suspecting target. Need to be charged beforehand.

Special effect: while it have a lower chance to set the target aflame it have good speed and decent dps, also it will probably pierce through almost all targets.

Cost: 20mp per bullet

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