White Magic Spells
White magic has traditionally referred to the use of supernatural powers or magic for selfless purposes. Practitioners of white magic have been given titles such as wise men or women, healers, white witches or wizards. Many of these people claimed to have the ability to do such things because of knowledge or power that was passed on to them through hereditary lines, or by some event later in their lives. White magic was practiced through healing, blessing, charms, incantations, prayers, and songs.[3] White magic is the benevolent counterpart of malicious black magic.
Here is a list of White Magic Spells, for use by Priests, Clerics, Paladins and other Holy users.
Healing Spells
HEAL MINOR WOUNDS
Type: Recovery/Healing
Allows the cleric to heal wounds by waving her hand over the wound of an ally. This is a spell that's easy to cast and requires no preparation, the spell acts as long as the cleric chants. This will work for minor damage and cuts that aren't too deep. This will also allow the user to regenerate faster.
Chant: "In the Name of God, May these wounds heal."
QUICK HEAL
Type: Recovery/Healing
Instant self-heal, the Cleric is the target of this spell.
Chant: "Spell Chant."
LIVING ON A PRAYER
Type: Healing/Recovery
Aera of effect medium heal, recovering a lot of health and vitality to all allies around the caster, or where the Cleric aims.
Chant: "Spell Chant."
STEADFAST
Type: Healing/Recovery
The Cleric casts a spell on a single target, and so long as this target remains immobile and on the ground, they regenerate, very quickly, and continue to do so. Their defenses are also strengthened. This spells allows the Cleric, or their ally, to stand their ground and keep fighting through repeated assaults, so long as they don't move.
Chant: "Spell Chant."
MIRACLE SILVER HANDS
Type: High Healing
The most powerful healing spell. The cleric with this spell can cause the most mortal of wounds to heal and bring the target back to full fighting strength in a single second,
provided he isn't actually dead yet. This spell will heal missing organs and reknit limbs, bringing the fighter back to (for lack of better words) full HP. A very very powerful
healing spell.
Chant: "Gods of healing and blessing.. show us your Sacred hands of Healing! The blood of Man is blood, his flesh is flesh and his bone is bone! MIRACLE SILVER HANDS!"
RESURRECTION
Type: Resurrection
A very powerful healing spell, this allows the Cleric to restore life to a recently dead body. This is not like necromancy, it breathes in holy, pure life energy into their body. Usually, this is helped if resuscitation or other mundane life preservation and restoration methods are applied. Providing the target has not been dead for over 20 minutes, and their head and heart was not destroyed, the Cleric may be able to bring them back to life. However, this is a draining power, and there is no guarantee the resurrected individual won't be changed from the experience.
Chant: "Spell Chant."
Protection Spells
MAGIC WALL
Type: Protection and Defense
The ability to create a powerful magic wall around a target or area, virtually unbreakable to regular assaults (though most likely, powerful attacks or spells can break it). This is used to defend a possition, or used more offensively, to trap a target in an area where he can't be hurt, but also can't get out. The smaller the wall, the stronger it is, and it can cover a large area, like a ballroom or half an arena.
PEACE
Type: Calming Spell
This spell creates a pacifying aura around the Cleric, diminishing people's fighting spirit and making them less likely to engage in combat. It can't stop all conflicts, but can make ardent fighters more receptive to conversation, or be used to practically assure a conversation doesn't escalate into fisticuffs.
Chant: "Spell Chant."
SANCTUARY
Type: Area Protection/Blessing
The Cleric can set up an area, by spilling holy water, holy ashes, or blessed salt, which can bar undead or demons, if the Cleric is powerful enough, from entry. A sufficiently powerful entity can possibly enter, but they will suffer from being within the Sanctuary, both physically and mentally, making it harder to use their spells and fight. Furthermore, once the Sanctuary is established, any hostile beings, even living ones, crossing into it will alert the people protected by the Sanctuary spell, waking them and letting them know exactly where the enemy is.
Chant: "Spell Chant."
STRYPER
Type: Ultimate Protection
The most powerful protection spell. This creates an incredibly powerful anti-magic barrier, which also acts as a physical barrier and blocks psychic attacks. In fact, it blocks any and all types of attacks. Only the highest of Priests can cast this spell, however, as it requires a veritable flood of Holy Energy seeping into and through the Priest's body to succeed. This will cancel out most spells in the area, unless a spell was specifically made to counter this. Note that this applies to the Priest himself, if he casts it around himself.
Chant: "STRY BAR!!"
Enchantments & Others
ACCEPT
Type: Seal Removal Spell
Accept is a spell that awakens Dark Schneider from within Lucien Renlen by releasing him from the holy seal suppressing him. The kiss must be given by a virgin, presumably female, who has the ability to cast spells.
Chant: "With This Spell Accept My Command... In the name of Ino Mata, our beloved Goddess of Beauty, free yourself from the seal..."
BLESS
Type: Enchantment/Enhancement
Infuses a party (or any group of Yoko's choosing) with a burning passion, a desire to fight and renewed vigor in their limbs and spirits. This also causes the weapons to become enchanted, and be able to harm spirits, demons and other beings of magic. This is a perfect spell for boosting morale and instilling courage in a troop. However, it cannot give back the will to fight to those who've lost it.
Chant: "God of Kindness! Rise and give your blessing to the brave! May they shielded from Darkness! May they hunt the demon! May they recieve the strength of Justice!"
EXTREM
Type: Dispel/Banishment
Allows the cleric to repel undead and demons (only those summonned, not those who physically crossed out of Hell or Makai). The more powerful undead like Vampires or Liches require more power, as do demons. This is more of a natural ability than a spell. More than one cleric can attempt this and pool their power. Demons hit by this power will melt and disappear, same with the greater undead. Lesser undead simply crumble to bone or dust.
Chant: "The Depths of Hell is where you belong!"
LEGEND
Type: Special Effect
This is simply a levitation spell. This does not allow the cleric to fly by any stretch of the imagination, but she can float upwards and slow down her descent from a high distance if she needs to. A simple but very useful spell.
Chant: "Legend!"
DISPEL
Type: Spell Effect Removal
The caster can remove a spell effect from the target.
Chant: "Spell Chant."
HASTE
Type: Speed Enhancement
This spell increases a target's speed, reflexes and perception, allowing them to move faster. This also makes them more agile, and able to attack multiple times. Any speed-based attack's power is also included, and the targer's body is protected from the effects of enhanced speed. However, it is possible this spell might tire out an individual who isn't physically adept.
Chant: "Spell Chant."
SILENCE
Type: Area Effect
This spell creates a sphere, of 30' diameter from a point the Caster choses, in which no sound can escape. This is useful for stealth, and can also stop wizards from chanting their spells. However, it cannot be targeted onto an individual, so the wizard could walk out.
Chant: "Spell Chant."
PURIFY
Type: Purification
This spell purifies an area, person, or items, removing all abnormalities, such as poison, rot, drugs, or other such things. It can also remove alcohol from drinks, or purify hot springs into just hot water.
Chant: "Spell Chant."
EUCHARIST
Type: Creation
This spell allows the Cleric to create food and/or water. Depending on how much food is needed will tire out the cleric more, but it can create sustenance for several people comfortably. The food will be basic, like bread, vegetables and cooked meat, as well as pure water, but it cannot create a banquet or dessert.
Chant: "Spell Chant."
READING
Type: Identification Spell
This spell allows the Cleric, or anyone of their choice, to be able to read languages they aren't familiar with, including High Ancient. A powerful enough Cleric can also decipher riddles or puzzles with this spell, sometimes..
Chant: "Spell Chant."
Attack Spells
HOLY STRIKE
Type: Holy Attack
Targeting Holy Light to attack a target. This spell is only really useful against purely evil beings, like undead or demons. An orc or goblin with high malice might be hurt as well, but it would do better to strike them with a mace or a hammer than to use this spell against them.
Chant: "Spell Chant."
HOLY JAVELIN
Type: Thrown Holy Bolt
This spell creates, and allows the Cleric or Paladin the ability to hurl a spear of light. This has both physical and magical damage, but can be dodged by an aware opponent.
Chant: "Spell Chant."
HOLY SMITE
Type: High Powered Holy Attack
Spell Description.
Chant: "Spell Chant."
Spell Creation
If you want to create spells for your characters... that'd be good. There's not that many spells in Bastard!!. In fact, most spells on the White Magic Spells page are made up. Or taken from Goblin Slayer. Whatever the case, to create spells, here is the format to use.
SPELL NAME
Type: Spell Type
Spell Effect Description.
Chant: "Spell Chant."
- Spell Name should be a Heavy Metal Band or Song Title. Use Christian Rock for White Magic, maybe?
- Type is what the purpose of the spell is. Effect, or Elemental Affinity, or Purpose.
- Spell Effect Description: Self-explanatory. What is this spell, exactly, what it does, its limitations, an idea of its power level, etc.
- Chant: If you feel like creating a chant. Should also use Heavy Metal/Christian Rock insipiration.
Trivia
- For now, most of these spells need a name. We'll work on that.
- Clerics and Paladins are the type to learn these spells. It's worth noting that they are, mostly, magic, and not miracles.
- High Holy power is something else entirely...