Lina Garg's Cool Spells



NOTE: All of these spells (with the exception of those noted below) were created by me, Lina Garg, so don't use without asking.



"Oh, and one more thing before the list. I use gray magic spells. I guess it's sorta a combination of what you normally refer to as shamanistic, black, and white magics. If you wanna know how this happens to be, I've set up a heirarchy of the powerful entities existing where I'm from. As I understand it, it's a lot different from the set-up of monsters and gods which exists in Lina Inverse's world. Eh. Go figure. I mean, we can't be exactly alike *grins* Okay! On with the spells!!"




ARRELIA ARC
origin: Helia
type and rating: attack, medium-level spell
incantation: none
Call the spell's name while tracing an arc in the air will ignite the air into a tangible and collected spear of volatile material that looks a lot like fire-covered lightning of a white color. It can be held and hurled anywhere. This spell is good for one attack and must be called again to create a new projectile but can be used indefinitely.


AURORA WAVE
origin: Halca
type and rating: healing, powerful
incantation: "I entrust my soul to thee, White Maid. Allow your light to flow and free all who follow you from the woes of battle. AURORA WAVE."
This spell is, as said above, a powerful healing spell. Take a prayer stance for maximum effectiveness and, at the spell's name, spread your hands wide. Soft white balls of light float down to touch the wounded. If you can get everyone who's hurt into a circle of 29 feet across, they'll all be healed. A calm spell, so no need to shout. Should never be done with a troubled mind or it won't work well.

BAO SINK
origin: Shar Bade
type and rating: attack, high-level spell
incantation: "Anguish to those who would bring me down! BAO SINK!"
An attack spell combining earth and fire. During the incantation, the air above the caster glows black and blue, and both blue fire and earth shoot up to surround the caster. Once this occurs, the caster can wield either element or both combined for a short duration, using their body to act out what they want it to do. A mock, easy-bake-golem with no clean-up;) This spell requires some practice, as you're sorta allowing Shar Bade's presence to surround you. That is the nature of the attack, though it does not _usually_ take control of the caster like the GIGA SLAVE did to Lina Inverse. Shar Bade isn't THAT powerful!


BLAZE LIGHT
origin: Helia
type and rating: lighting, low-level spell
incantation: none
This weak spell provides light in dark areas, calling a small sphere of containable white fire. Could be used as a distraction or a weapon but not very effective as a weapon -- not much damage. To summon a BLAZE LIGHT, merely say the spell and have your hand or hands ready to guide it or put it somewhere.


BELIAL RAIN
origin: Fiurrey- actually, from the Belials under Fiurrey's control
type and rating: attack, powerful
incantation: "High in the heavens where you sit, rain down your almighty power. BELIAL RAIN!"
Hands in the air during the incantation, once they come down, thousands of small, glowing, yellow drops expand as they fall and explode anything they touch in a 5-foot radius. A good spell to use when you are outnumbered, but requires that you be in the air, which means casting a LEVITATE spell or gliding.


COAS FLARE
origin: Coas
type and rating: attack, medium-level spell
incantation: none
A common attack spell most related to a mix of a GAAV FLARE and FLARE ARROW. The caster says the spell and draws from the left as if it were a sword but it is actually in spear form. The 'flare' is fire-colored and can be thrown to hit any intended target, with variable results-- depending on what the target is. This spell can be used repeatedly with seemingly no limit but the caster's own strength.


CORD TRAUMEL
origin: Noran
type and rating: shield/deflect, medium-level spell
incantation: none
This spell is a lot like the CURSE TRAUMEL, but it doesn't absorb an attacking spell. It only deflects. And no light show. If anything, you see something bounce off the invisible barrier. A less powerfull spell so it's great for non-magical attacks. However, ya gotta know your spells in order to know which to use-- CORD or CURSE TRAUMEL. If Lina G. had used this spell instead of the CURSE TRAUMEL, she probably wouldn't have deflected that MEGA BRAND Lina I. threw at her in the fic.


CURSE TRAUMEL
origin: Halca
type and rating: shield/deflect, medium-level spell
incantation: none
Upon casting, hands out create a shield against magical or other attack. If magic, there is quite a light show as this spell half-splits/half-absorbs the power of whatever magical attack used. Can't shield against every attack fully. ex. a GRYPHON FLARE would cut right through it, changing with the CURSE TRAUMEL to engulf the spell and gain even more power before impact.


EARTH HYDRA
origin: Shar Bade
type and rating: summon, high-level spell
incantation: "Oh beast of earth and fire, summoner and sacrificer, I call upon you to stand by my side! EARTH HYDRA!"
This spell summons the dead spirit of a hydra that pledged its soul to Shar Bade. Weird but true. Anyway, during incantation, the ground rumbles and breaks up and pieces of it come together to form a seven-headed dragon about twenty feet long. Surrounded by a blue and brown flamey fog, the dragon attacks as any hydra would.


FAMOAL WIND
origin: sort of Titan-- from Famoal, an underling
type and rating: attack or defense, medium-level spell
incantation: none
The only spell that Titan doesn't require an incantation for! A great burst of wind aimed by the hands of the caster. It only blows one direction and for a short timespan (a few seconds).


FIRE SNAP
origin: Fiurrey
type and rating: Attack, medium- to high-level spell
incantation: none, but can be intensified by other spells combining another's power with the FIRE SNAP.
This spell is sort of a mini version of the GRYPHON FLARE. In fact, this spell inspired Lina Garg to create that mega-spell. It can be wild and very erratic if the caster has little control but when cast properly, it can deliver quite a punch. You'd better dig your talons in for this one, too, as it is hard to handle. For a FIRE SNAP, an incantation to control it would be wise. Hand gestures before saying the spell is advised, as well. The resultant form of the spell is a mass of black and red fire twisting around in a loop until it takes on the shape of a dragon. This dragon then launches itself at the intended target and attempts to obliterate or engulf it, depending on its mood. That's just how Fiurrey spells work! This is the fastest spell that draws power from Fiurrey and can be used several times, but not indefinitely. The 'dragon' rarely attacks twice for every one spell, so the caster's aim and mental balance must be really good.


FIURREY HOWL
origin: Fiurrey
type and rating: Attack, high-level spell
incantation: "Of the wind and the trees, Dweller of dark ground and lit sky, release your cry upon those who dare attack us! FIURREY HOWL!"
Another Fiurrey spell, it can be a bit unpredictable but the results are generally the same. Some loud spirits that Fiurrey has around lend their ear-deafening voices to his power in a spell that summons up hurricane wind and intense high noise to assault an attacker for an indefinite amount of time. The caster is unaffected by wind and noise. Kinda like having a giant invisible banshea! Not one of Lina G's favorite spells, as only the caster and not those allies of the caster are protected from its effects.


GRYPHON FLARE
origin: Coas
type and rating: attack, as powerful as a DRAGON SLAVE
incantation:
"Flaming Red from deepest core,
You who dwell where none before have dared to tread;
Spread your mighty wings once more
And throw those who defy me into your firey grasp!
GRYPHON FLARE!!"
Visually impressive and similar to a DRAGON SLAVE, this is Lina Garg's most powerful and frequently-used attack spell. It also seems to be a mass of fire but takes on the shape of a large gryphon before it takes down its intended target. It basically takes apart the target on an existing level, erasing them from that plane of existance in a pretty painful way. Works on monsters from Lina Inverse's world. Can be used from great distances and can destroy entire towns. Although Dark Overlord Chanderon can't use the GRYPHON FLARE (the only spell so far Coas has refused to grant him), he can deflect it or use ISHIMU KUTSA to absorb and throw it back.


*healing*
origin: Halca
type and rating: healing, medium-level spell
incantation: if you want all healed in one go, you'd better use: "Oh White One, Purest of Body, lend your light to my hands."
Typical healing spell. No incantation needed but the one above does add a lot of power to the spell.


HELIA BIND
origin: Helia
type and rating: bind, medium-level spell
incantation: "Helia of the Skyfire, bind to me and become my wrath! HELIA BIND!"
It's a medium-level spell because you can leave out the incantation. If you never use the chant, however, the spell becomes weaker and weaker with each use. It's just the way Helia is. This spell sparks around whatever you want bound with the power of Helia-- generally a weapon, but if you used a fork, it'd probably work, too. Only if the fork was forged for binding. Lina G.'s sword is a magically bindable weapon-- and blue flame kicks to life while the spell is in effect. Lasts as long as the caster wishes.


ICE ALTER
origin: Fiurrey
type and rating: defense, medium-level spell
incantation: none
This is used mainly for defense, as a pillar of ice of huge dimensions is thrust between caster and whatever is coming toward 'em. One of Fiurrey's only constant spells, in that ICE ALTER is neither erratic nor wild. Eh. Ice is very rigid, ya know?


ICE SPIKE
origin: Fiurrey
type and rating: attack, medium-level spell
incantation: none
Another Fiurrey spell, this one calls a lot of two-foot ice spears that can be thrown at an attacker by a wave of the hand. Similar to a multiple FREEZE ARROW.


INDRA BLAST
origin: Noran
type and rating: attack, medium-level spell
incantation: "Wrath of blue, come to my hands and strike! INDRA BLAST!"
caster spreads hands downward and blue lightning goes after whomever the intended party is.


INDRA FLUX
origin: Noran
type and rating: defense, medium-level spell
incantation: "Power binding, ever-minding flow!" (INDRA FLUX name is optional)
If concentration of the spell-caster is of a high degree, the INDRA FLUX is easy and simple to cast. It is defensive in that the spell must be set up ahead of time but will halt and hold within a space any magic-user to cross that space. It is not always possible for a stronger magic-user to break out of an INDRA FLUX, however one can escape easily if the area holding them is struck with a magical weapon or a spell of another type. Again, however, if a second INDRA FLUX is cast to strengthen it, it is now doubly tough to get out of them. Two points on the INDRA FLUX spell: If you are a good enough spell-caster, you can feel the INDRA FLUX within centimeters of running into it and maybe even avoid it; and two, once caught, the spell-casters can neither move nor use spells. That is the interesting thing about an INDRA FLUX. It actually distorts all ability for magical energy to flow from inside the very unique trap.


ISHIMU KUTSA
origin: Coas
type and rating: attack, medium-level spell
incantation: none known.
Chanderon's pet spell/his most frequently-used attack spell. He need not even say its name at times to use Coas's power. The spell name itself is merely a summoning of a burst of Coas's limitless power, in the form of red and yellow ice-shaped particles that never fail to hit whatever aimed at by Chanderon's hand or eyes. It is pretty powerful in that the magical energy of this spell cannot be absorbed. In fact, the GRYPHON FLARE is the only higher-level spell from Coas that can be absorbed. And it takes an equal level spell to deflect or protect against ISHIMU KUTSA. All magic-users have been locked out of access from this spell by Coas, except Chanderon. Presumably, when making the deal for Lina Garg's GRYPHON FLARE, Chanderon asked for this also. Just a guess but seems to be possible.


KEEDA VASH
origin: Noran
type and rating: summoning, low-level spell
incantation: none
Neither Chanderon nor Lina G. like to use this goofy spell. Too much of a bother to get rid of the summoned davas. Perhaps the oddest spell drawn from Noran, KEEDA VASH is a mis-spoken spell. It used to be KEE DAVAS HEI! but history distorted it. Noran didn't seem to care so, eh. It summons a bunch of chibi, blonde gunslingers that wear red trenchcoats and say nothing but "Love and peace!!". The only time this spell was ever used against Lina Garg (NOT by Chanderon), she almost died by suffocation. She ended up blowing away every single one of them when they ate her donuts;)


KINDRED STRIKE
origin: Coas
type and rating: attack, medium-level spell
incantation: "Orders of age, Oldling cause, seize my foes and blast them to the earth! KINDRED STRIKE!"
Calls down a bunch of palm-sized flaming rocks from the sky to rain down on your opponent.


KNIFE ICE
origin: Fiurrey
type and rating: attack, medium-level spell
incantation: none necessary
Similar to a FREEZE ARROW but with one long, slim piece of ice. This spell can also be used at close range but a hand gesture is needed for direction so sneaking up behind someone and not close confrontation is advised.


*LEVITATE*
origin: Noran
type and rating: Move, medium-level spell
incantation: none
Is exactly like the LEVITATION spell those from Lina Inverse's world use. Lifts ya off the ground and, if like Lina Garg, you have wings, it is an easy way to get up in the air to use them. This is the only 'move' spell Lina Garg knows for transporting herself, as nothing like RAYWING exist where she's from.


MID BURST
origin: Coas
type and rating: attack, medium-level spell
incantation: none
Sort of a cross between a FIREBALL and an ELMIKIA LANCE, except it's a single purple and blue sphere.


NORAN FLOW
origin: Noran
type and rating: summoning, powerful
incantation: "Oh Sigh of Wind's Gate, Descend. NORAN FLOW!"
A summoning of part of Noran himself. The caster directs with both hands the direction the huge, transparent 'wing' goes. Can be used to create a single-direction wind or to cover someone who is trying to escape. And when I say huge, I mean the thing covers about 2 full acres! Useful for catching or controlling large groups of things.


OSTEOM
origin: Coas
type and rating: attack, medium-level spell
incantation: none
Another of Chanderon's favorite spells. Easier to cast than the ISHIMU KUTSA, the OSTEOM spell is a burst of wind that can hold anyone for as long as the caster wishes. However, this spell can be absorbed, deflected, or countered during its use if the victim has an effective enough spell up their sleeve. Chanderon generally uses OSTEOM to surprise his victims and hold them before moving in for the kill.


RED HENG
origin: Noran
type and rating: summons, medium-level spell
incantation: "RED HENG! RED HENG!"
A spell to disrupt and beguile others, this is another of Noran's odd-balls. It summons a large horde of creepy, tomato-red, spider-like creatures called 'heng' to go after whomever the caster's intended party may be. Heng are about 6 inches in circumference each and exist only in the demigod realm or in various places that Fiurrey maintains. Strangely, heng do not kill their victims but bite like mad and make a general nuisance of themselves. They can even terrify in their spider-like appearance. No one has any idea why but the spell won't work unless you say the name twice. This is the only known way to use the spell-- as in no shortcuts, no ways to make it more powerful, and no saying the name just once. However, the spell has no limit on how many times it may be cast. Er... What you do with the spideys afterward...?


SEA BALL
origin: Domaltiad
type and rating: attack, medium-level spell
incantation: "Deep gray and blue, arise at my command and aid me! SEA BALL!"
Summons up a sphere of sea water, the size of which is determined by your distance from the nearest ocean-- bigger for closer. Hands usually direct the direction of attack but a strong caster can direct the sphere mentally. Can be used many times, and if close enough to the ocean, saying the incantation and spell once can give you unlimited 'balls' to throw at the intended party.


SEA BLAST
origin: Domaltiad
type and rating: attack, medium-level spell
incantation: "Dark waters far below, reach up to me, answer my call! SEA BLAST!"
Calls a huge blast of water from seemingly nowhere to shoot out from the hands. Better have your hands ready for this powerful gush, AND your claws dug in. Packs a bit of a whallup. Can be used repeatedly but if you can't take it, I'd advise SEA BALL instead.


SEA BURST
origin: Domaltiad
type and rating: attack, high-level spell
incantation: "Lake arise! I beseech the, Great One below! SEA BURST!"
Unlike the SEA BALL, this spell is not limited by your proximity to an ocean. As a high-level spell, certain control is needed but the effects are huge. It literally creates an ocean wherever the caster wishes. This spell is remarkably similar to the DOLPHIN WAVE spell Danziel used on Lina Garg and the Lina I. gang in Double Dragon-Slave. Called inside of a building, air is lacking and the intended are trapped to drown. However, Lina G. was familiar with SEA BLAST and knew a spell that needed no words so she could cast it underwater and crack the ground to absorb the water. You could just create an air bubble for yourself but because this water was created magically, some interference to that smaller spell may arise. Nothing is always a sure thing in Lina Garg's world...


SHAR BREEZE
origin: Shar Bade
type and rating: Break, a medium-level spell
incantation: "Sister earth Shar Bade, blow clear that spell which binds a second mind! SHAR BREEZE!"
This spell breaks a mind control spell cast by a different user. Bringing hands over head, a quick hurricane of blue mist gusts over the intended victim and breaks the previous spell.


SHAR STRIKE
origin: Shar Bade
type and rating: attack, medium-level spell
incantation: "Shadow of Shar Bade, flame-mist, ice-fire, SHAR STRIKE!"
Holding hands downward as if calling something from the earth, a handswirl of blue or yellow coldfire (as in a type of ice mist so cold that it burns, and as this is magical, it really is cold fire!) is summoned around the hands to hurl at your foe. Has same force as a FIREBALL but cannot be used more than twice without repeating the spell. The color of the coldfire may have something to do with Shar Bade's current mood, as yellow coldfire seems to pack more of a wallop and can be used more often than blue coldfire. Handswirl refers to the spell clouding about the hands in a swirly pattern, as hands alone direct this spell. Incantation not always required but the spell must be at least spoken by name to work.


TITAN BLAST
origin: Titan
type and rating: attack, medium-level spell
incantation: "Clear my path! TITAN BLAST!"
The most common spell from Titan. It is a blast of wind directed by the hands.


TITAN BREEZE
origin: Titan
type and rating: defense, medium-level spell
incantation: "Shield of souls, arise! TITAN BREEZE!"
Bringing hands together and palms out as if to push, this spell creates a blast of wind to protect. It will only work if the caster is being attacked. This spell cannot be used against a TITAN BLAST, as Titan refuses to let two fighting parties vie with his spells.


TORMAL WIND
origin: Titan
type and rating: attack or defense, medium-level spell
incantation: "Mighty wind above, descend! TORMAL WIND!"
As this spell summons a magical wind, which is the form of most of Titan's power, it has the ability to ward against spirits (defense) or it can sort of blow them away/squash them out of this plane of existance (attack). Odd, if handy, spell. Either or both hands can be used to direct the spell.


TRANSAL BREAK
origin: Halca
type and rating: break, medium-level spell
incantation: "Halca, entrust me with your power. TRANSAL BREAK."
Halca's only 'break' spell, which can break any low- or medium-level enchantment on an item, or can remove curses from objects or people. A TRANSAL BREAK can also grant a type of seeing eye if one isn't sure if such-and-such is cursed or enchanted. The spell allows a visible glow to form around cursed or enchanted items. Caster should take a prayer stance for it to be completely effective. A very calm spell that can be used numerous times. Very little visibly happens but the results are always consistent.


WINNOA WALL
origin: Helia
type and rating: shield, medium-level spell
incantation: "Helia, shield me! WINNOA WALL!"
You don't necessarily need the incantation but if you've got the time, it does allow maximum use of the spell. It summons a strong force of hot air to shoot up and either deflect projectiles or other medium-level attack spells. If used with a strengthening spell or in conjunction with another spell that can absorb an attacking spell, WINNOA WALL can also absorb part of the attacking spell. It works as a symbiotic link between Helia, the caster, and another spell. Odd, but definitely effective. Can be used for any amount of time, depending on the caster's endurance.




Back to the Index!





Disclaimer: The spells mentioned that I do not have any hand in creating are RAYWING, GAAV FLARE, FIREBALL, ELMIKIA LANCE, LEVITATION, FREEZE ARROW, GIGA SLAVE, DRAGON SLAVE. These are (c) Hajime Kanzaka and Rui Araizumi, etc. etc. However, DOLPHIN WAVE is my own creation. Do not borrow or use.