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Spell List For Wilhelm

I had someone asking me about this, if I could make a spell list, so here's what I have. I may or may have forgotten something, but this should be pretty accurate.

Spells List

Lightning Spells

Thor’s Hammer

-Summons a giant lightning construct in the sky in the form of Thor that swings down its lightning hammer. Works in tandem with summoning of Storm Clouds. One of his most powerful spells.

Runic Circles: Lightning

 - A spell created early on during his first Skyrim visit. Using Runes, copied off the Lightning Rune spell native to Skyrim, creates a number of Runic Circles floating around him that shoot off lightning bolts. 

Lightning Spear

- A solidified and compressed spear of lightning. Can be used as a ‘normal’ weapon, but primarily used for throwing. It will explode on impact creating a big eruption of lightning and thunder when it hits.

Lightning Rain

- Similar to Lightning Spear, but smaller on a larger scale. Calls lightning to rain down from the sky that explodes on impact, erupting in expansive torrent of discharged lightning. Good for taking out large swathes of enemies, but not particularly powerful.

Lightning Armor

-First used by Sir Wiggles and Wilhelm copied it. Condensing a sort of ‘armor’ and coating over his arms and legs. For his arms, it can be used offensively to discharge when needed and provides minor physical support. For his legs, it can increase his speed as well as be discharged when needed.

Lightning Bolt

- The most basic Lightning Spell that doesn’t need any real Magic Circle at this point. As the name suggests, it fires off a basic bolt of Magical Lightning. Due to the earliest ritual he did to graft the concept of ‘Lightning’ to his Element, he can essentially cast this spell with a thought.

Thunder Bolt

- A slightly more complex form of Lightning Bolt. Whereas Lightning bolt fires off a bolt of lighting without any fanfare, Thunder Bolt is more a beam of condensed Lightning. Takes slightly more effort to cast, usually prompting a Spell Circle.

Chain Lightning

- An arcing and directional chaining bolt of lightning that will bounce between enemies hitting multiple at a time. Less power than Thunder Bolt, but a bit more power than a basic Lightning Bolt.

Lightning Storm

- Not to be confused with an actual Storm Overhead. This spell summons a small, more ground focused discharge and fallings of Lightning in a small area. 

Thunder Clap

- Discharging Lightning while stomping on the ground, creating a clap of thunder that disorientates people and knocks them off their feet from the force of discharge.

Lightning Cloak

- Coats a weapon in lightning. On the lower end of spells, not often used anymore.

Skyrim Magic

Ebony Flesh

- A physical enhancement spell that focuses primarily on defense, but adds a certain strength boost. It mimics the durability of Ebony in a shimmering black-like shield that overlays on a person like a second layer of skin.

Oak Flesh

- Exactly the same as Ebony Armor, but Oak (Wood), rather than Ebony. Weaker, but easier and cheaper to cast.

Rune Spells (Lighting, Fire, Ice Etc.)

- A Skyrim unique Runic spell lists. It creates a unique spell circle on the ground that acts like a trap, when stepped on

Illusion

- Spell chant [Scatter], creates multiple but very basic illusionary copies of whatever Wilhelm desires, usually himself.

Candle Light

- A basic light spell that illuminates an area by summoning a ball of light.

Lesser Ward

- A small ethereal shield projected forward that blocks and absorbs a certain amount of spells or non-physical energy attacks that hit it. 

Greater Ward

- A much stronger version of Lesser Ward that all but replaces the lesser version.

Mass Paralysis

- A wide ranged spell that paralyzes those caught in its effect. Not very strong.

Muffle

- Quiets footsteps and overall noise a person makes.

Repel Undead

- A spell that forces back undead creatures against their will.

Fire Storm

- The same as Lightning Storm, but creates a rotating and moving storm of fire that burns in all directions.

Blizzard

- The same as Lightning Storm, but creates a hail of ice and cold that freezes everything in its range.

Detect Life

-Detects living beings in the vicinity. Can be altered to detect low level or higher level beings. Small critters to humans, etc.

Healing

-The most basic healing spell he has available. It’s best at healing small wounds on the body.

Greater Healing

- One of the stronger healing spells, it can heal much more debilitating wounds, but it’s mostly focused on physical damage.

Wall of Flames

-Creates a wall of intense flames in the designated area.

Wall of Ice

-Creates a wall of strong and dense ice in the designated area.

Circle of Protection

-A spell that creates an area (Bounded Field) that wards off Evil and provides a subtle healing effect for those inside.

Fortify Strength

-A temporary strength boost that comes at the cost of stamina and tiredness when it’s over. 

Fortify Will

-A temporary boost to willpower that helps ward off debilitating effects or things like curses at the cost of tiredness and mental drain after it’s over.

Flame Cloak

-Same as Lightning Cloak, but fire.

Frost Cloak

-Same as Lightning Cloak, but frost.

Telekinesis

-Using mental and magical power to manipulate objects without touching them. Not very powerful when it comes to combat, but quite useful in every day situations. 

Ice Spear

-Summons a magical spear of ice that launches at an enemy.

Ice Spike

-Summons spikes made of ice from the ground around the target location.

*Other miscellaneous Skyrim spells are included but I didn’t feel like adding them. These are the ones most used even if some of them hadn’t shown up in a long time.

Onmyōdō

Five Elements Mutual Generation

- Using Five Talismans representing the five Eastern Elements, it deploys the creation cycle to enhances the next spell cast. A crucial component of the full deployment of Yggdrasil.

Talisman Blade

- Turns a Talisman’s paper edge into a sharp blade to be held between the fingers.

Star Talisman

- Throw a Talisman that becomes like a shooting star when released. 

Three Elements Sealing Formation

-Employs Three Elements to seal a location depending on the requirements of sealing. The elements deployed depend on what needs to be sealed.

Basic Talisman

- To use a Talisman to perform a basic spell such as throwing a Talisman to produce a Fireball, or to create ice on the ground.

Signal Talisman

- A Talisman, when ripped, alerts the creator. When used in Tandem with the Kaleidoscope, can be used across world-lines.

Death Prevention Talisman

- A very advanced Talisman, usually requiring reagents of a godly nature such as blood from Izanami to create. It can usually ward off Death one time when not attacked by a Godly being. 

Sealed Authority Talisman

- A personal creation of Wilhelm, he seals a use of his Authority, at a reduced power,  inside for someone else to use. Very difficult to create, and takes a lot of time and effort.

Evil Warding Talisman

- Wards away lesser evil beings.

Exorcism Talisman

- Exorcises Ghosts, Demons, and evil creatures.

Exploding Talisman

- A simple Talisman that explodes on touch when thrown.

*This branch of Spellcasting doesn’t always need the same ‘Chanting’ that other schools use which is why most of these spell names havn’t been addressed and mostly described. When using Talismans, most of the time, they simply need to be actualized or thrown.

Harry Potter Magic

Stupify

- A bolt of magic that stuns the person it hits, making them unable to move.

Expelliarmus

- Disarms whatever the target is holding.

Accio

- The summoning charm, can force an object to come flying towards the user.

Lumos

- A spell that creates a illuminating light at the tip of a wand.

Wingardium Leviosa

-A Levitation Charm, forces the object targeted to float upwards in the air.

Alohomora

- The Unlocking charm, it unlocks mundane locks.

Bombarda (Bombarda Maxima)

- Creates an explosion at the target location. Can add on the ‘Maxima’ affix to increase the output significantly.

Aguamenti

-Produces a jet of clean and drinkable water.

Serpensortia

- Summons a snake (Or reptile if altered) at the target location, if possible.

*There are of course a lot more spells from Harry Potter, but these are the ones that have appeared in the story from Wilhelm so far.

Dragon Shouts (Thu’um)

Feim (Fade) Zii (Spirit) Gron (Bind)

- Become Ethereal, allows the user to become intangible like a spirit.\

Lok (Sky) Vah (Spring) Koor (Summer)

- Clear Skies, disperses all weather phenomena in the sky, making the skies clear.

Zun (Weapon) Haal (Hand) Viik (Defeat)

- Disarm, forces a weapon out of the enemies hand.

Strun (Storm) Bah (Wrath) Qo (Lightning)

- Storm Call, summons a large storm overhead.

Fus (Force) Ro (Balance) Dah (Push)

- Unrelenting Force, releases an invisible wave of force forward from the shout.

Wuld (Whirlwind) Nah (Fury) Kest (Tempest)

- Whirlwind Sprint, the user shoots forward in a whirlwind at fast speeds.

Dur (Curse) Neh (Never) Viir (Dying)

- Summon Durnehviir, summons Durnehviir the dragon under Meridia’s employ for help.

*There are of course other Dragon Shouts, but Wilhelm isn’t particularly talented in that field of magic and only really knows these shouts at a reasonable degree for now.

Nine Realms (Yggdrasil)

Basic Forms (Without Yggdrasil fully cast)

Asgard (Shield of Asgard)

- Casts a strong, if simplistic, shield around the designated area.

Jotunheim (Freezing Winds of Jotunheim)

- A flash freeze released in all directions.

Muspelheim (Flames of Muspelheim)

-A directional wave of intense fire.

Nidavellir (Crafting for the Gods, Nidavellir)

- Summons an ethereal dwarf blacksmith to enhance designated weapons. In other terms it gives weapons a temporary +1 modifier.

Vanaheim (The Breath of Magic, Vanaheim)

- After cast, it can modify a spell a single time. For example, It can turn a single target spell AOE, or turn an AOE spell into a single target spell. 

Helheim/Niflheim (The Gentle Embrace of Death, Helheim)

- A single target curse spell that drains someone’s life force and energies, it forces them gradually towards the concept of ‘death’. 

Alfheim (The Cleansing light of Alfheim)

- A ‘Holy’ attack that calls down a pillar of light onto an area that attacks ‘evil’ or ‘dark’ entities within its area.

Svartalfheim (???)

- ????

Midgard (Bindings if Gaia)

- Calls up powerful roots to entangle an enemy, a binding spell.

Advanced forms:

Yggdrasil (Blessings of the World Tree, Yggdrasil)

- The proper foundation of the fully released Nine Realms. It summons an Image of Yggdrasil to grow and hold up the Nine Realms. The Massive Tree itself provides a simple healing effect within its area by nature of its existence.

Asgard (Strike with Absolution, Gungnir)

- The advanced form of the spell takes on the form of Odin’s Spear, Gungnir, that can be commanded by thought. It’s enhanced through a symbol to house the spell – Gae Bolg (Fate). 

Jotunheim (Winter’s Casket, Jotunheim)

- Instead of an omnidirection Flash Freeze, it fires off powerful but directed beams of ‘cold’ that freeze anything it passes over. It was able to freeze the ocean commanded by Susanoo in Campione. Symbol – Casket of Ancient Winters (MCU)

Muspelheim (Twilight of the Gods – Laevatein)

- Summons the sword of Surtr, the sword that killed the Norse Gods. Can be used similiar to Gungnir through mental control. Symbol - Sword of Destruction (RWBY).

Vanaheim (The Origin of Magic, Vanaheim)

- Creates an ever changing Magic Circle that can alter other spells on the fly as needed. Essentially, a much more advanced form of its basic iteration. Symbol - The Staff of Magnus (Skyrim).

Helheim/Niflheim (???)

- ????

Alfheim (???)

- ???

Svartalfheim (???)

- ???

Midgard (???)

- ???

*The Basic forms are just that, basic spells that Wilhelm created when he was mostly starting out. They’re simple, but effective at what they do. The Advanced forms are of course much more intricate and require a lot of effort and skill to use. Without a lot of other stuff he picked up over time, they would be impossible to cast.

Miscellaneous spells/magic

Mountain Sealing Incantation

-One of Wilhelm’s most powerful spells. Derived through Daoist Magics and obtained after visiting Nuwa. It summons an ethereal upside-down mountain to press and seal an opponent. It’s capable of sealing even godly opponents.

Ochd Deug Odin (Great God’s Carved Seal)

-A spell created by Odin (Fate), a Noble Phantasm of Cu Chulainn Caster while hosting Odin. It measures the enemy’s Life level. It traces their causality. It finds their location on the Time-Line. It places their coordinates in Space. And lastly, it confronts them in the physical world. It attacks an enemy on all levels of existence.

Ethereal Armory

-Used via the newly created Mystic Code in the form of a wooden sword. It creates a paradox by forcing together two opposing ‘directions’ via the Four Directional Archangels, and inverting the Four Directions Divine Beasts from Eastern Philosophy. By usage of the life energies housed inside the sword, another of Wilhelm’s swords can be ‘inserted’ into a false world held within the Mystic Code to create ‘copies’ of his sword at a reduced power level, up to a thousand. 

Primordial Runes

- An ancient form of Runes passed down directly by Odin to a select few. Wilhelm mostly utilizes them in a supportive role for other spells. However, he has used them individual to great effect if the situation calls for it. They are very old, very powerful, and rather dangerous even to the user if used improperly. They are the foundation for his entire Nine Realms advanced forms, along with Modern Runes. 

Runecraft

- Modern Runes, derived off their Primordial counterpart. A written language that can archive nearly any spell effect with the right string of Runes together. Often, a string of Runes can be thrown out on the fly without a structured spell sequence needed for skilled Rune masters. 

Comments

Also the stones only work in their own universes

Taylor Valentyne

Little spider please?

Diego López.


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