The Magic Crystals Trivia

Warning: This section contains spoilers.

Magical Spells

There are almost no limits to what a person can do with magic if they have access to it. However, the effectiveness of a Sorcerer's powers, or one using the Sien-Leoard or Villain crystals, is limited by that person's ability to focus their mind on the magic being performed. If a Sorcerer were to get distracted while performing a piece of magic, the resultant spell would usually be affected in some way. This has two consequences: Specific magics become much more difficult to perform in practicality than they should be in theory, and the scope of possibilities becomes dauntingly wide.

It is for this reason that over generations of magical discovery by the two Sorcerous lines, that shortcuts have been found which simplify the process of performing magic. Specific spells have been discovered and concentrated so that all a Sorcerer needs to do nowadays is to think of the spell, along with whatever variables it requires to work, and the magic will be performed. The less variables there are per spell, the lesser the chances of the magic going wrong.

The following is a brief list of some of the spells that have been concentrated and a description of how they work.

Binding Spell

The binding spell is one of the most basic pieces of magic that exists, and is required for most other magic spells to work. As the vast majority of magic spells use the binding spell, most Sorcerers are hardly aware each time they use it. Its purpose is to cast a magical net over an object, part of an object, or multiple objects, so that the following spell will have a target area to work on. This magical net is completely imperceptible to all, including Sorcerers, and its effects are only known when those objects within it are affected by a subsequent spell.

An example of the binding spell at work is when a Sorcerer casts an invisibility spell; as they cast it, they must use a binding spell to tell the invisibility spell what to make invisible, whether it be a person, an object, or a mixture of both.

Invisibility Spell

An invisibility spell is a standard piece of spellwork which, as its name suggests, makes those things within its target invisible. Depending on the caster's ability to focus it, it can make whole objects invisible, or only part of objects. It can also make multiple objects invisible at the same time, but as the concentration required to focus in on multiple objects is greater, only Sorcerers more experienced with magic would be capable of performing it. Light passes in a straight line through the object without deviating as it exits the target area on the other side. If a person is within the target area (if they are invisible, in other words), they can see outside the spell with no problem.

Invisibility Veil

The invisibility veil, created by Natalie in MC4, combines the regular invisibility spell with a binding spell to create a veil of invisibility over multiple people and objects at a time. It means that when the spell is performed, all those things contained within it are completely invisible to all outside the spell, while those within the spell can see each other perfectly normally. It's weakness is that it only takes a single normalising spell to hit any object within the veil to remove the entire spell and reveal everyone at once.

Vanishing Spell

A vanishing spell can make any physical object disappear. Anything contained in its target when it is performed is transformed into a vacuum, which is instantly filled by the air around it. This spell cannot be undone; once something is vanished, it is gone forever, and must be recreated from scratch to reverse the effects. Performing this spell on a person would have the same effect as killing them.

Teleportation Spell

A teleportation spell transports those things within its target to a different location. The way it works is that those things being teleported are transformed into invisible light and directed in the general direction of the teleportation destination. The light usually bounces off objects on its way to the destination, which is why teleportation is not instantaneous as it would be if it operated at the speed of light. For the objects to resume their original state, it requires that there be no solid objects occupying the destination space (liquids and gases are shifted aside, so they pose no problem). If there is a solid object in the way, the objects are transported back to their original location.

The Sound-Proof Barrier

The sound-proof barrier works exactly the same as the invisibility spell, except it applies to sound waves rather than light. However, there is an additional variable; while the invisibility spell only works one way, the sound-proof barrier can work either one or both ways, depending on the preference of the caster. If it were to work one way, either people inside cannot hear things on the outside, or people on the outside cannot hear things on the inside. If it were to work both ways, people on both sides would not be able to hear through it.

Magical Barriers

Magical barriers can take multiple forms, but their main purpose is to provide a shield around people, or to trap people in a certain location. The shield may be fixed in place, or if it is around a person, it may move with that person. It may work one or both ways, and it may affect physical objects, magical spells, or both. The sount-proof barrier mentioned above is a preset derivative of this spell.

Normalising Charm

A normalising charm returns an object to its original state by removing the effects of any spells that are currently acting upon it. It cannot return an object to how it was prior to a spell if that spell is no longer acting upon it, nor can it return an object to how it was before it was changed by non-magical means. It is usually used to remove invisibility spells, sound-proof barriers, or return an object to its original size if it has been enlarged or shrunken.

Transgation Charm

A transgation charm is a particularly difficult spell to perform because it can encompass several different spells. It's most typical uses are to open holes in reality which a person can step through to get to another area (like teleportation, except that the objects wouldn't actually have magic acted upon them as the spell has already been performed), and to resize an object (such as the entrances to the Hammerheart Highway, which shrink people and objects as they enter so that they'll be correctly proportioned to the shrunken bases, and return them to normal size as they exit). When transgating a person, it is also possible to remove a person's consciousness from their body and place it in another location (such as the Returnamy and the Chopville High Transgators).

Untraceability Spell

An untraceability spell can be cast on any physical object, making it impossible to locate by any magical means. It does not make the object invisible, nor will it alter the object's substance in a way that will allow people to move through it. The spell only applies to magical means of viewing, such as Astral Projection.

Stasis Spell

A stasis spell will freeze people or objects in time. As time passes outside the spell, anything within the spell will be completely unaffected by time. If the spell is cast on a person, it will seem like only an instant from the moment the spell is cast, to the moment it is lifted, even if the spell is in place for many minutes, hours, days, or any amount of time. The spell can only be lifted by the person who cast it, or one with more magical power and skill than the caster.

Domination Charm

A domination charm can only be performed on people, and although it is possible to extend the target area to include more than one person, the spell becomes more difficult to maintain the more people it is effecting by a single Sorcerer. It clears a persons consciousness of all thoughts, allowing the controlling Sorcerer to issue it with commands which the mind, while still operates, interprets as coming from the person's own subconscious. It does not clear the subconscious, however, which can, depending on the individual as well as the Sorcerer's specific handling of the person, allow for the possibility of overpowering the spell, as John achieved when Moran attempted to control him in MC1.

Influential Charm

The influential charm is an alternative method of controlling a person's actions in addition to the domination charm. Where the domination charm practically turns a person into a puppet for the Sorcerer to control, the influential charm merely places thoughts into a person's head in such a covert way that they seem totally rational to the individual. It is mostly used to indoctrinate a person to a certain system of beliefs, whether on a small scale (such as Amelia placing the spell on Margaret and Marge) or a much larger one (such as the Hammersons placing the spell on Candice Young).

Stunning Spell

The stunning spell, very rarely performed by Sorcerers nowadays but far more frequently used by stunners, immobilises nearly all of a person's movements. It does not cause all of a person's mussels to go limp, but simply freezes many of them in place. The brain and the eyes are the only useful functions of the body that remain mobile. The stunning spell does no internal harm to the body because while a person is in a stunned state, most of their body's internal mechanics are suspended in place. For instance, a stunned person does not need to breathe because the blood in their veins stops moving. Additionally, the brain, although capable of thinking, does not require oxygen to keep running until the stunned state is lifted.

Knock-out Curse

The knock-out curse does exactly what it's name suggests: Knocks out any living creature it hits. In the case of people and animals, it renders them unconscious for twenty-four hours, unless the person performing the spell specifies a different duration, or unless the person knocked out is magically brought around before the duration elapses. The spell can only be performed on a single person at a time, unless a binding spell is specifically performed before hand to gather all the intended targets together first.

Killing Curse

The killing curse kills anything that has life. It is capable of stripping life away from people, animals, and even plants. In the case of people, when it is performed, it simultaneously stops the heart and removes all electrical pulses from the brain, thus killing a person instantly. It is the method most frequently used by the Hammersons of killing people because of its efficiency and easiness to perform, however it has not been incorporated into a Hammerheart device.

Torture Curse

The torture curse is the spell performed by agonators, and since they were created, it has become very rarely used by the Sorcerers. Prior to the creation of the agonators, however, it was the Hammersons' most frequently used method of performing punishment upon disfavoured Hammerhearts (not to mention Stella), and during the war, a commonly used method of torturing enemies from both sides, but was used far more by the Hammersons than the Woodwards. Rather than doing any physical harm to the body, it creates an illusion of pain in a person's mind, not by attacking the mind directly but by shining a golden light into the person's eyes, transferring the illusion into the brain that way. Even though it is an illusion, and whether or not the person being tortured knows that, the effects are the same. It feels to them as though the pain is all over there body, that every inch of their skin is being burnt and stretched, and that every bone in their body is broken. It does not make the head feel pain, lest it take away from the effectiveness of the illusion.

Cutting Curse

A cutting curse can cut into any solid object. It is the spell imbued in the bludginator. In order to work, the curse requires a number of variables to determine what to cut, how to cut it, and the direction and depth of the cut. The depth variable will also determine if the object in question can be cut at all, as tougher physical objects obviously require greater force in order to be cut at all.

The Magical Pact

A magical pact binds a person or people to abide by a set of conditions, under the threat of immediate death (or long-term suffering if it is a Sorcerer being bound to the pact). There are two ways for the pact to be performed; either a Sorcerer binds another person or people to the conditions, or a Sorcerer uses their magic to allow another person to bind a third party to the conditions. The pact isn't used very often, and when it is, it is almost always the first variation of it.

Astral Projection

Astral projection is how a Sorcerer, or one using the Hero, Villain or Sien-Leoard Crystals, may observe things over long distances. While it is possible to see out of their eyes and another location at the same time, it is easier to concentrate on the visions if the person closes their physical eyes while they do it. They will not, however, be able to see anyone or anything that is covered by an untraceability spell.

Telepathy and Mind Surfing

Telepathy and mind surfing are two variations of mind reading that exist for Sorcerers and people with access to magic. All six Sorcerers have the ability to read unprotected minds, but this ability only allows them to hear surface thoughts of one mind at a time, which they hear in addition and separately from their own thoughts. Mind surfing is the ability of a Sorcerer, or one with the Sien-Leoard Crystal, to enter an unprotected mind through Astral Projection and surf through its memories at will. Like telepathy, the person doing the surfing maintains their own thoughts, but as well as hearing the thoughts of the mind they're surfing, they also inherit all the senses of that person in the memory being viewed. There is a third type of telepathy, which allows people with magic to send thoughts to one another over great distances; these thoughts are received in the same manner as typical Sorcerous mind reading.

Timebomb Curse

The timebomb curse is an extremely difficult piece of magic to perform, such that Mary Sien and Arnold Hammerson are so far the only two people who have ever been able to do it. It involves performing any piece of magic and containing it within the timebomb curse, along with a trigger which will cause the timebomb to go off, releasing the pre-performed magic. The trigger is the most difficult part of the spell; it must be specific enough to prevent it going off at the wrong time, but not so specific that it can't be flexible enough to adapt to circumstances that may change over time.