Hidden Magic


 * It's possible to develop your own hidden magic. You can do this by posting a work in progress thread that outlines your character, the concept of the ability, your plans, etc. You do not need to include development logs; if the ability is given the green light then you develop it like you would an existing hidden spell. Here's an example: http://spires.pixel-realms.net/forums/showthread.php?tid=6075&pid=44476#pid44476
 * If a hidden spell has a pre-req marked, then you should not refund the pre-req. Something like Starlight Overdrive requires the base cosmic aura, and costs 10RPP, for a total cost of 20RPP, for instance.
 * The tier of the hidden magic determines the strength of the ability and how difficult it is to be acquired. These tiers are Master, Exalted, and Legendary.

Medic
The ability to heal temporary wounds through first aid or other methods, and apply trauma kits to permanent injuries via surgery, with aftercare included. While the requirements for this ability aren't as intensive as the other hiddens (as medics are needed!), we're mostly after quality rather than quantity. Your character should meet the following:
 * A background as a healer/doctor, experience in anatomy, surgical procedures, first aid, etc.
 * Be creative. Not every injury is the same, and they'll need to be handled differently.
 * Do not be lazy. When healing someone's injury it should be a good scene of RP rather than a quick post.
 * Understand that medical treatment is more involved than waving your hand and throwing some holy magic at it. You should be cleansing wounds, applying stiches and bandages as much as you use your magic.

Masterwork
An achieved blacksmith or rune-writer is capable of crafting a masterpiece, a weapon above their normal skill once every decade and a half. It is the pinnacle of crafting, and these weapons are rarely outclassed.
 * Tier 0 craft: Able to apply an extra stat-boost (5 melee, like 4 md) onto a weapon and give it the [MASTERPIECE] tag.
 * Requires T1 Blacksmithing/Scribing (obviously) and several logs of proof of their mastercraft.

Master
Mastery magic typically requires the character to be 18 years of age and at least 180RPL, though this can vary.

Afterimage
Aura | 20 RPP | Melee

Break the sound barrier! Go, go, go!
 * Requires 160 base agility.
 * +40 agility, +20 critical. Homing teleport that deals melee damage, click teleport.

Assassin's Shroud
Aura | 10 RPP | Melee

Mastering stealth and deception, a shadowy silhouette of illusionary magic shrouds the caster. Its form can shift and turn, like a second body, aiding in the wielder's to feint and confuse their opponent. The caster will slip through the shadows and conjures illusions to aid in their assault.
 * Requires illusion magic. Upgrade to camouflage (pre-req).
 * +25 melee, 30 critical. Melee damage increased by 20% of agility.
 * On space teleport, the caster fades behind the target and applies a 2s slow.
 * 10% increase to pursue and flee rolls.

Energy Overdrive
Aura | 10 RPP | Melee

Also known as Ancestral Wrath and Energy Shroud Omega. The user shrouds themselves in vibrant blue, almost fiery mana as they pull more strength than they could before from themselves or an external source of raw energy, such as from a connection to important family members in the Spirit Realm. It's said this brilliant blue aura allows the user to irregularly interrupt an opponent's ability to cast spells for brief periods with their melee strikes, and that they get stronger the harder they have to fight.
 * Requires energy magic. Upgrade to energy aura (pre-req).
 * it's basically energy aura except more power

Ifrit Claw
Aura | 10RPP | Melee

The caster surrounds their arm in a protective veil of wind as they ignite a brilliant coat of flame around it, creating a burning claw of fire. Such a deadly force can be powerful when wielded by a skilled martial magi as this technique favors those attuned to melee combat. However, such flames can only be held at bay by the strong exertion of mana, along with the lingering drain of the Ifrit Style.
 * Requires Ifrit Style and Wind Magic.
 * +10% base damage, +25 melee, +20 agility, +30 critical, -10 mcap

Muscle Aura
Aura | 20RPP | Melee

Through some hidden art or special training, the magi develops rock hard abs - literally. The muscle fibers beneath the skin are augmented, increasing the power of blows and the speed of movements, as well as acting as a second suit of armor.
 * Requires 180 base melee.
 * +50 melee, +10 vitality.
 * Strike knocks the target back and the player follow, sending out a shockwave and dust particles. 40% chance to slow on-hit for 3s.
 * E Spell: Immunity to slows and stuns for 10s, slight red fade during. Cooldown of 60s.

Fist of Justice
An Exorcist technique, hailing from blessings from the Divine. It requires significant training in body and mind to sustain the energy in the user's palm long enough, and powerful enough, to pull off such a feat as to make the technique usable in combat. Though the power can be granted from any Holy-Inclined Divine, the Urayan Pantheon has always been more giving in their blessings, and as such, most who acquire this ability come from the ranks of their followers. Through it's use, the Magi is capable of better sensing the dark energies of Occult magic, and it's influence on others. This enhanced sense comes with the price that the user feels the polarity of their magics much harsher than normal, requiring significant training to overcome. By striking with this ability in combat, the user can break through their opponent's defenses, and deliver a powerful stunning blow, aided by their Force of Will.
 * Requires Faith in 'Good' Gods, such as Kraus, The Emperor, or Urayan Gods.
 * Requires the first row in Holy magic. (+/-15 points)
 * Breaks through blocks, and stuns the target. Scales to either Melee or Magic damage.

Execution Beam
A mastered version of the Shadow Cannon spell, this allows the user to give their beam a powerful push, causing the width size of the beam to grow by a large scale, dealing the same powerful blow.
 * Requires Shadow Cannon
 * Bigger Shadow Cannon

Mana Absorb
A wicked art most attributed to the eldritch deity known as the Dreamer, such practice of the ability centers around the siphoning of magical energies from the victim in an instant. However, due to the incredibly archaic and mysterious way of mana siphoning, the primary path to unlocking such potential seems to lie with the Dreamer herself.
 * Toggle-buff. Requires Neries Faith. Non-Neries need a Dreamer Blessing.
 * Increases DR to magic damage. Mana-sapping AoE that heals mana and health.

Shinobi Surprise
Buff | 20RPP | Melee

Ninjas only. Innovated by the ninja Gil.
 * +20 crit, agi
 * Black smoke clouds spawn on dash. If an enemy is hit by them, they're blinded for 2s.
 * E Spell: Spawns several smoke clouds in a 3x3 area, 60s CD.

Storm
Storm magic is the mastery of lightning, water and wind. By forming clouds around the user and saturating them with lightning, the user turns the air about them into a thick enough fog to touch, a constant conductor and amplifier for magic and bursts of their associated elements.
 * Requires investment in Water/Wind/Lightning
 * Increases MD, Crit, and Melee Power. Space TP & Click TP. Homing spell on Q.

Desert's Fury
To combine the aspects of the Sarab itself, the power of the Desert's Fury stems from the heat of the beating sun, the ferocity of the howling winds, the destruction of the raging sands... And the mercy of the Oasis. Rumored to be Sarradian in origin, the power reveals itself as they learn more and more of the elements, immersing themselves in the aspects of fire, wind, earth and water. It seems to grow quicker when the one in question is descended from the Exiliar. Though there have been cases where that has not been so.

A deadly pilgrimage into the Desert and attuning one's self to the elements are considered two of the keys of unlocking its Fury. The mage in question must as well have extraordinary inner wells of magic, in order for the 'Sands' to be commanded.
 * Requires investment into 3 of the 4 elements: Water, Fire, Wind, Earth.
 * Combines the abilities of wind, earth, and fire aura. E spell similar to Blizzard (far less projectiles)

Insectomancy
Making use of nature's little carriers, this spell requires heavy attunement to nature's poisonous groups of insects. Those that master this can not only command a symphony of swarms, but it is said that a few of them even often mutate, garnering body parts that are bug-like in nature, such as thin insectoid wings, sharp pincers, and long slender antennae.

In combat, practitioners of this art tend to use the swarm to their advantage. Bugs tend to distract opponents, allowing the user to deal critical and precise blows better. Along with that, such insects can even go as far as completely catching an opponent in a wave of bugs, leading to the opponent to be dazzled and annoyed by the insects.
 * Aura. Requires invesment in a bio-element (blood, poison, nature)
 * Increases Crit/Agi. Wave-spell on Q that confuses and poisons.

Invisibility

 * Increases transparency by 90%, makes the caster immune to scout. Toggle buff.

Melody
The Melody is a unique variant of sound magic. It utilizes sound to create a calming effect around the user. It surrounds the wielder of the magic in a gentle, appealing melody, typically unique to each user. For most, it simply creates a more calming atmosphere around them. However it's true strength lies in its ability to soothe some of the most savage. The Melody has been proven to cure the effects of Occult Madness, and even sin magic.
 * Aura. Requires all of sound magic(?)
 * Increases MD and Melee. Can apparently cure sin.

Supernova
(Fire Hidden). Aura, +15% AP. Leaves a 3x3 AoE during movement. Must be focused in fire magic (no combination magic).

Runecasting
The written language of the divine, otherwise known as runes, is the code of all matter and even existence itself. While humanity's overall knowledge in runes is only a small fraction of the overall picture, it is nonetheless a potent tool.

Spell-writing involves the design of battle-runes that can be conjured in battle to cast different abilities, with the mana manifested as spinning discs of magical energy that is typically wielded by the hands. The magi activates the different runes on the spell circles mid-battle, channeling their mana (and the runic instruction) for an effect.

This is for combat only. Other areas of runic expertise involve rituals, enchantments, and most forms of technology.
 * Requires mastery over runewriting (Tier 1).
 * Required to be 180 RPL.

Super Magi
A specialized form of energy magic that harnesses a Human's full potential of their mana circuit as one carefully supercharges mana inwards to bolster the body for both heightened offense and defense capability. It is extremely difficult to pull off initially but with repeated practice becomes easier over time.

The base appearance of this state, is raw ether flowing out from the user with a blue color scheme for all aspects. For those inclined to Darkness or Holy magics, will find their rendition of the ability tainted by either forms of magic, rendering it a dark reddish purple for Occultists and a bright yellowy golden for Exorcists.

There are many paths to reach the state; be it through trial and error, meditation or absolute focus through amazing feats of courage and so on. As a result, the Magi which are able to enter such a form will reap many benefits; though none have been confirmed and are classed as rumors, such as being able to hold onto one's youth a while longer at least visually.

Only Humans that are both experienced with Energy magics and that are blank slates can reach such a state; those that are in tune with the Arcane, or possess either a holy or dark guardian watching over them, will be unable to become a 'Super Magi' or if they have obtained the ability already, may not obtain those abilities. If you got any questions or need help planning an event or getting one ran for this hidden, pm Rhyneth#0451 on discord.
 * Aura. Requires heavy investment in the Energy tree.
 * Mutually exclusive towards the Arcane (Chaos and Order magic), Dark Guardian and Holy Guardian.
 * Those seeking to reach such a state can do so easier from a teacher (someone who already has the ability) or through questing for it specifically (events) but it is not mandatory to do so, merely suggested.

Cosmic Overdrive
Harnessing the power of daylight, the practitioner of this ability develops a harmonious relationship with their star, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.
 * Aura. Requires Cosmic
 * Increases AP. Meteor dash on space-dash. E spell similar to Wraithblade.

Crimson Overdrive
Aura | 10RPP | Cosmic Among the different types of stars, some are volatile, instable, and glow a brilliant crimson in the night sky. Souls that are violent or dangerously passionate may end up in red stars, and a cosmic magi that forms a connection with will find that their inner inhibitions slowly disappear. It is rightfully considered a curse: The more someone relies on crimson cosmic in battle, the less they feel guilt or shame, gradually becoming more selfish as a result of the intoxicating magic.
 * Upgrade to cosmic aura (pre-req)
 * +10% AP, +5% DR. Recolors cosmic spells red.
 * E Spell: Increases AP by 15% for 10s. Cooldown of 60s.

The worst example of this in history are the Cults of the Sealed God. They worship a being of this nature, and developed rituals to harness the magic and syncronize with it. Entire countries with painted red by their indiscrimate bloodlust, sacrificing men, women, and children to the Thirteen Apostles of the Sealed God to give them temporary, physical forms.

Starlight Overdrive
While Cosmic Overdrive might harness daylight, Starlight Overdrive is the opposite. Instead of heat, there's the cool, misty energy of the moonlight, the night sky.
 * Aura. Requires Cosmic
 * Increases Melee, MD, Crit. Increased mana regen from cosmic aura.

Mystic Arts
Mystic Energy, or the Mystic Arts in a more overarching term, is an advanced form of mana manipulation that can stem from either energy magic or spirit mancy in a few documented cases. There is yet no precedent of the mystic arts coming in other elements, but that is not to say it is entirely impossible. The Mystic arts, typically manifesting in the raw energy magic of the user, becoming not only more dense, but richer in mana, the magic directly relevant to the cast spell becoming more of a turquoise or teal-blue tone.

Due to the density of the mana, it allows the users physical reach to actually grow, almost doubling in even novices of the Mystic Arts. Pursuit of this technique often involves a deep spiritual journey, be it literal traipsing about the spirit realm or deep self-introspective meditations. It often takes days, weeks, perhaps even months for a magi to truly master. Mana Overcast Transcendent Steppe
 * Two different spells- Mana Overcast, Transcendent Steppe.
 * Toggle-buff. Requires Energy or Spirit Magic.
 * Increases melee/agility. Increases strike range by one.
 * Cast-spell. Requires Mana Overcast.
 * Enter a state of invulnerability briefly, ended by pressing Q to teleport to your target and delivering a heavy blow.

Flashsword
The ability to move so fast that it doesn't appear like you're moving at all; sacrificing strength for speed, the practitioner must be a master of the blade and possess an indomitable will that can sustain the overwhelming flow of mana within a single arm for the brief (but deadly) strikes forward.
 * Requires 200 base agility.
 * For 10 seconds, strike's range is increased to 3x3 and the character's total agility is added to the damage. Cooldown of 60s.

Supreme Fire Wave
Manifesting in the soul of the users of those who have attuned themselves to the flame, complete mastery and control over their craft displayed through one powerful explosive ability. Achieving this technique requires unique, empowering methods of magical technique. It is never as simple as raw fire.
 * Spell. Requires GFW?
 * Big Fire Wave.

ULTRASMASH
The caster jumps toward the target, slamming down and delivering an ultra-sized powersmash that generates enough kinetic energy to conjure tornadoes.
 * Cast spell. Requires Powersmash
 * 180 Melee requirement
 * Leap towards the target, hitting them hard enough to make tornadoes, slowing the opponent on impact
 * The user is inflicted with -10% DR for 10 seconds.

Spatial / Rift Swordsmanship
Developed as a means to push the abilities of both opening rifts and wayfinding points to their absolute limits. The ability allows for the user to create openings in combat that would otherwise not be there, opening rifts around their opponent or teleporting to a wayfinding point left upon their target.
 * Bladestyle (15 rpp). Increases melee and agility.
 * Requires wayfinding or rift magic.
 * Using Heavy Strike teleports the caster to the target with a portal effect.

Rift Magic
Rift magic is a rare depraved art. Not intended at all by the life stream, rift magic is the utilization of mana in order to rip open space at two locations based on the flow of the life stream, and temporarily 'knitting' the wound together to step through.

This power takes a strong magi studied in advanced space-time magic theory. Intricate knowledge of the astral planes is expected. Given the danger this poses to novice users, it is nigh suicidal to attempt rift magic without studying under the tome of a master- the runes used to initiate the portal have been perfected over the generations, and are a necessary to begin with any hope of success.

The magic is outlawed in most nations, due to the passive effects that accompany its usage. Dark spirits, such as the Nethradin, have been known to 'slip through the cracks' of the scars that rift magic leaves. It also warps the land itself- mutating the soil and platlife at the rift magi's feet, and by extension the unseen spirits.

It is, like most dark arts, a shortcut to power, with consequences equal to the gain.
 * Two spells: Rift Manipulation and Rift Warp
 * Rift Manipulation: An OOC spell that allows a rift mage to teleport between places. There are guidelines to this, which will determine how many people you can take with you. You must save 'rift points' to teleport to places.
 * Rift Warp: After several years, this spell can be earned for 10 RPP. It is a temporary buff which gives 50% spell dodge and a short-ranged teleport similar to Vritra.

Giant Form
Requiring an immeasurable amount of brute strength, this art subjects the user's body to a temporary transformation. Their muscles swell up from magical impulses as their entire form would grow to an incredibly large size. While enlarged, the user is much stronger and more durable than their normal form. Thick fat and muscles dull blows as enlarged and heavy fists deal extremely deadly blunt damage.
 * Toggle-buff. Requires 200 base melee.
 * Increases size and melee. Drains mana heavily.

Pandemonium Drive
Drawing mana from the beast-kami, Saekanis/Ixchel. One can harness their prowess and tap into a technique derived from the hunters who seek an end to the immortal. Or those who cannibalize others in offering to the deities.

Wildcard - The Void
The Void's primary gift to those it finds the most entertaining to spectate, accomplished magi who have proven themselves wholly unpredictable and erratic, lone wolves who rarely play by the rules of the rest of the world. While it is biased towards Cosmic magi, as well as those more malicious, it's far from exclusive to either. When a carrier of the celestial virus engages in deadly combat, and their opponent survives, it has a risk of spreading to them. y'know, in-character, anyway.
 * Aura.
 * Slightly increases all stats. Enter a brief, last ditch grace period whenever you're about to be KO'd.

Holy Judgement
Using an unprecedented amount of holy energies, the user can enact a holy judgement unto the vile and corrupt. The clouds part and the caster conjures a blast of holy magic from the skies, obliterating their enemies. It deals additional torment to Occultists and Demons.
 * Requires heavy investment into Holy Magic.
 * Requires Faith in the Non-Chaotic Divine.
 * A blast of holy magic that deals extra damage to occultists or demons.

Nullification
Occultism has gained the ire for being a corrupt path, causing the dwindling of minds of whoever decides to pursue such abilities. However, if an occultist finds it in themselves to attempt to exempt themselves from the madness occult magic brings, they may attempt to diffuse those aspects. Although it would be terribly challenging, an occultist must go under a rehabilitation of holding back their occultic magic and controlling their thoughts. This allows them to further get used to their magic’s inherited influences, giving them training for overcoming it. Upon mastery over pushing by the maddening occult thoughts, a magi would brandish a powerful set of mastery over the occult. With a sharp mind and powerful magic, the user gains heightened magical power, enhancing their spellcasting abilities. Along with that, at times of great need, a magi can seep the very color of the world around them as they channel their abilities to nullify the damage of incoming attacks.
 * Aura.
 * Damage soak-shield spell on E.

Celestial Ascension
An augmented art derived from the cosmos above, Celestial Ascension calls the user to channel their connection with their star in a strong, yet dangerous way. The caster would overcharge their mana circuits to the point of overflowing it with cosmic power, causing the excess to protrude behind the user, creating two glittering wings. Such an act is a detriment to the caster's health and well-being, however their martial and magical capabilities are greatly enhanced by the overflow of magical energies.
 * Toggle-buff. Requires cosmic.
 * Increases MD, Melee, and Agi/Crit. E spell with increased AP.
 * Comes with Aesthetic Fly. They're wings!

Water Dome
While standard users of water magic are capable of manifesting and controlling water to astonishing degrees, the users of Water Prison are capable of taking such skill to the next level. This spell creates a torrential shell of water around the immediate area of the caster, effectively imprisoning them within its boundaries. Such mastery doesn't come easy however, as only the most dedicated of water magi manage to muster the magic necessary.
 * Spell. Requires heavy investment in water-based trees or water magic.
 * Creates an AoE of water like flood, but instead of healing it does more damage and applies a slow(?). Lasts much longer.

Vacuum Vortex: Divine Winds
Utilizing the magic of the winds in a unique way to form a vortex that shoots out towards the opponent. The act itself requires extreme control over the magic of the winds, spinning the vortex in either the palm of their hand or around their weapon throughout the battle, before unleashing it upon their opponent in a devastating manner.
 * Requires heavy investment into Wind Magic.
 * 200 RPL
 * 15 RPP

Wintermute
The frigid wastes has been home to practitioners of magic attuned to its icy winds. Those who can already muster of such icy influences can further master their abilities, leading to an almost perfected use of Ice magic. Wherever a practitioner of this magic goes, the temperature itself drops, causing snowflakes to fall regardless of the area's temperature.
 * Toggle-buff. Requires investment in Ice magic.
 * Increases wind and water pow by 10, and gives 30 crit. When the user Mist Forms, a small blizzard is generated.

Cruel Thesis
An ability for those truly attuned with nature and its more viscous aspects; the tearing of thorns, the piercing of brambles and the false allure of the blue rose. Blue, poisonous petals fall around the caster gently, a subtle and beautiful effect that can be thrown into a deadly storm at a moment's notice.

A magi must fully attune to the 'cruelty' of nature to unlock this ability.
 * Aura. Requires heavy investment in nature.
 * Increases AP. Makes summoned vines immortal. E spell similar to Blizzard.

Spring's Bloom
The antithesis to another, more cruel nature spell, Spring's Bloom is the personification of being one with nature, ultimately wielding its forces with such high level of mastery. In the face of danger, a practitioner of this art summons forth vines capable of taking on even the strongest foes. Furthermore, flowers bloom wherever they go, signifying their high immersion in nature and life.
 * Aura. Requires heavy investment in Nature.
 * Immortal vines.
 * On E, creates a couple of Deadly Bloom flowers for 5 seconds.

Illuminated Glow
toggle-buff (Jiuweihu Hidden). +5% DR, golden glow

Valor's Light
Where barrier magic focuses on the protective and defensive nature of holy magic, valor's light focuses on the strength of a resolute will. Holy magic is said to manifest from one's desire to protect, yet how does one protect? Valor's light is the refinement of holy mana in one's will to never give in and fight for what they believe in; courage and righteousness shine through.

Aura | 20 RPP |
 * 15% AP +15 vit
 * Effect: Fires a wave of holy magic out when Powersmash is cast, does not knockback.

White Magic
"The White Mage is kind. She is gentle. He is patient. We are not soldiers seeking to harm others, but guardians looking to save and undo what tragedies the heavens will permit us to alter." - Calael Elisheva Kang

A potent and absolute mastery of The Light, this magic is an advanced form of cosmic or holy magic. A life of servitude to not only one’s patron star or holy source but to other people as well is required to grasp the psychological requirement for this magic. The magic itself is entirely selfless; it is the act of asking a favor of powers that have the ability to undo fatal injuries or even death itself at the cost paid by the White Mage alone. It is freely giving up a part of yourself to save another, a far cry from the selfishness that is Azrael’s art.

The practitioner of White Magic must be an accomplished magi with access to a great source of power to fuel the ritual. It is, after all, a lesser act of divine magic. In Calael Elisheva's case, this involved constructing a 'Lighthouse' that he synergized with and bring him closer to his star, Io, going so far as to power the construct with a Spire Cluster.
 * The primary use of White Magic is the revival of the recently deceased. This action requires a body that has been dead for less than a year, and even then, every day between the death and the attempt at resurrection makes the process more difficult to pull off. This act, if successful, will leave the practicing White Mage permanently injured in some way, for it is they that pay the price for life. Even then, the person who is revived has seen the other side. Their ‘new’ life will not be the same as the last, and while they are not undead or plagued by what necromancy would curse someone with, they might still experience unique side-effects such as quirks, hallucinations, or other such things that might come over one who has died and come back.


 * White Magic can mend even fatal injuries without the required aid of medical tools or kits. White Magic manifests itself as a supreme method of healing the body, one that can regrow limbs or organs if need be.


 * White magic is of the highest order of The Light, requiring either holy magic or cosmic, preferable both. The primary source discovered for this magic is the pathing of souls towards the stars, and the celestial bodies granting their servants a bargain or reward of some kind for years and years of loyalty and work. It is a question, a request asked of beings greater than any mortal man. One must be in good standing with such entities if they will even consider granting something to a White Mage.


 * In some cases, White Magi have been reported to slow their aging and even extend their lives, though this might be rumor.