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FACULTY OF MAGIC

COURSE DESCRIPTIONS



Note: To graduate as a qualified magic-user, a student must be proficient at at least three of the following specialties, one of which must be "Knowing thy enemies". Of each of these sections of Magic, a student must be proficient in at least 90% of the spells to be considered qualified in that section.
  • Illusions
  • Offensive Magic
  • Defensive Magic
  • Healing Magic
  • Magic and Weapons
  • Magic and Armour
  • Summoning and Conjuring
  • Translocation and Travelling
  • Knowing thy enemies

    Illusions

    Sample spell list:

    • Disguise: Basic spell for changing one's appearance. Choice of disguise is shaped by the caster's mind.
    • Invisibility 1: Removes the caster from the vision of others, can be broken by using a "see invisible" spell. Usually cannot be used against monsters of levels 4 and above.
    • Invisibility 2: Removes the caster from the vision of others, can be broken by using a "see invisible" spell. Usually cannot be used against monsters of levels 6 and above.
    • Invisibility 3: Works the same as a Predator clock by bending light around the caster. Shadows are also removed, and with a "Mask Odour" spell is very effective against high level monsters and magic users.
    • See Invisible: Breaks Invisibility 1 and 2 spells, 50% chance against Invisibility 3 depending of the strength of the casters.
    • Mask Odour: Spell used to masking one's body odour. Effective against most smell-sensitive monsters and for last-minute dates.
    • Genma's Stomach: Illusion spell which causes the target to feel as if it were falling into an endless pit. Effective against airborne opponents.
    • Pong of the Durian: Creates an imaginary obnoxious smell which nauseates and in many cases disables a target. Note that if the wind blows back towards the caster the spell could potentially affect the caster as well.
    As illusion spells are added and removed each year, please check with the faculty for the most current spell list.
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    Offensive Magic

    Offensive spells are usually the first spells novice magii add to their repertoir. The simplest are the easiest to learn, and the hardest can be quite easy if you put your mind to it. The key, however, to casting effective offensive spells is concentration, as awry spells could devastate one's party (or self).

    Sample spell list:

    • Bang: The simplest of offensive spells, makes a loud BANG which can potentially disrupt an opponent's hearing. Caster is not affected.
    • Anti-Mokkori Device: This short range spell is most effective against perverts. It creates a mega-hammer (or mega-spatula, depending on the caster's preference). Size of the anti-hentai device is dependent on how perverted is the target.
    • Magic Missile: The basic medium range combat spell used by most beginning casters. Highly effective against rodents, mildly so againts human opponents.
    • The Bud missile: Causes highly concentrated alcohol to drench the target(s). Can be dangerous to caster if he or she has light tolerance to booze.
    • Buu Candy: One of the most notorious wide-range spells, this spells changes all life around the caster to candy. Effective range is from 1.5 meters to 100 meters. The transformed targets will revert back to their original forms after 15 minutes, unless eaten caster, which permanently kills the target.
    • MegaDeth: Highly destructive wide-range spell, vaporises everything within a 2 kilometer radius. To be used only as a last resort. Originally the trademark spell of Dark Shneider, it was banned from use after judicious use of this spell nearly depopulated the Mars and Jupiter colonies during the Humanity Riots.
    As offensive spells are added and removed each year, please check with the faculty for the most current spell list.

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    Defensive magic

    Defensive spells are based on a caster's endurance. Casting a defensive spell is relatively easy, but maintaining it against major offensive magic requires a lot of strength and endurance. That is why marathon running magic-users make the best defensive spellcasters.

    Sample spell list:

    • Block: The simplest form of defensive spell, which creates a shaped magic barrier around the caster's hands which can be used to block sword blows, low level missile spells and projectile weaponry. Not much use against lasers or particle weapons though.
    • Shield: A magic barrier which forms around the caster in a cylindrical shape. Will not stop water-based attacks.
    • Cushion: Causes an air-bubble to be created in front of the caster. Used for cushioning short falls. There is a variant of this spell which can be used to cushion falls of a group of up to 6 people.
    • MegaBlock: Creates an opaque magical barrier 40 meters long and 60 meters high in front of the caster. This spell will block all forms of kinetic projectiles and energy beams.
    As defensive spells are added and removed each year, please check with the faculty for the most current spell list.

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    Healing magic

    Curing Spells

    • Cure Poison: Cures all forms of poison.
    • Antidote: Enchants 100 ml of water with a general poison cure.
    • Anti-Venom: A preventive spell which neutralises all forms of poison before the target is infected. Good for a limited time.
    • Soft: Unparalyses paralysed people.
    • Un-stone: Restore stoned people to life.

    Healing Spells

    • Cure 1: Heals minor scrapes, cuts and bruises.
    • Cure 2: Heals fractures, minor internal injuries.
    • Cure 3: Heals major injuries.
    • Revitalise: Energises the target.
    • Resurrect: Revives a dead person from a "mostly dead" condition. For targets with massive trauma (e.g. sword stuck through the heart), the caster will need to heal the target first, or the target will die again. This spell is very taxing and can only be cast by magic users of high endurance.

    Necromancy

    Perhaps the most powerful of magic if used properly (but no one likes a "stinky", as a necromancer is called in the magical profession), necromantic spells bring the dead back to life. A master necromancer can even bring spirits who have crossed over the River Styx back into perfectly healthy bodies, but at a terrible cost to the target.

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    Magic and Weapons

    Forging Magical Weapons
    The smithing and magicking of magical weapons is perhaps one of the most difficult things that is taught by this Faculty. Due to the amount of magic required during bonding of djinn and spirits to mystic iron and steel, training is given only to those who have utmost control over summoning and controlling magics, and only under high-level supervision.

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    Magic and Armour

    Forging Magical Armor
    To bond defensive spells to armor is no great thing, if the spells one casts are for short lengths of time. For a permanent enchantment, a lot of magical energy is required. Training in this field builds a student's endurance and concentration, as even a slight miscast or a lessening of the magic flow during the enchantment can cause serious mishaps (big Boom Boom if you're lucky). A master is one who can enchant the dirt on one's skin to withstand the Megadeth spell.

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    Summoning and Conjuring

    Summoning and conjuring spells are the most dangerous spells that are taught here at the Faculty of Magic. The will of the caster must be stronger that that of the summoned creature(s) as the creature will invariably try to overpower the caster to stay permanently on this plain. For extremely strong creatures, it would help to have a god or goddess from the Relief Deity Office around, but in a pinch, one can set up magical wards to hold the creature in place until the formalities are completed.

    Sample spell list:

    • Summon Demon: Basic spell for demon conjuring. Requires visualisation of type of demon and the demon's true name weaved into the spell.
    • Summon Djinn: Think "I dream of Jeanie". Of course, not all djinn look like Jeanie, or Robin Williams. If you get a wholesomely ugly djinn, well, that's your luck.
    • Summon Bootlicker: For corporate weenies who like power, this spell calls upon the deepest of brownnosers and the most correct of yes-men. This spell is derived from a botched attempt at Happosai attempting to create yet another love potion to entice (female)Ranma Saotome.

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    Translocation and Travelling

    These series of spells are mandatory, as they provide the basis for travelling around University Island. Simple translocation and teleportation spells are easy to master, but a caster must visualise his exit portal exactly, as carelessness might invariably put caster and party into solid rock or viscous magma. It is also a good idea if the caster casts a visualise spell at the transport point to make sure that the area is clear.

    Sample spell list:

    • Bing: Spell used prior to Tranport spell.
    • Transport: Beginners spell of translocation taught to all first-year magic-users at Anime University. Requires visualisation of a known location, usually a transport point located throughout the University campus. University rules of transport requires the caster to send a "Bing" spell to the target point first. This avoids messy situations where a caster is merged with the object at the transport point.
    • Translocate: Spell that sends a target to a location visualised by the caster. Will work on animate and inanimate objects. Strength of caster determines size of target that can be translocated. WARNING! Do not attempt to translocate objects which are beyond one's capability - this will result in a messy situation when whatever was left remains, and whatever is translocated arrives at the target minus whatever was left. Good but messy offensive spell though.
    • Teleport: Advanced translocation spell, allows for a group of targets to be transported to the location visualised by the caster.

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    Knowing thy enemies

    A series of mandatory classes which teaches magic users about traps and potential foes that they may face. Highlights the strengths and weaknesses of each creature. There are also several spells which are taught to all students to clearly identify their opponents:

    • Identify: Identifies creature. Requires a subdermally implated link to a creature database. Spell works by sending DNA and visual image to the database, which correlates it with known records and sends back an ID of the target creature.
    • Interrogate: Allows the caster to mindlink with a target and telepathically gain all information about the target. Works only on sentient creatures.

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