Weapon List

Axes

 * Hatchet (E): A civilian based weapon typically utilised for peasantly chores. Imbalanced and impractically designed, it has no place in combat.
 * Iron Axe (D): A barbarian remodeling of the standard hatchet to include a curved edge to allow for proper hacking motions, provided one can manage its sheer weight.
 * Hand Axe (D): Experienced edit of barbarian origins for creation of a throwing based iron axe. Double edged and lightened by inexpensive alloys, it is in frequent use.
 * Ono (D): A short axe with a large blade, adapted from a farm tool. Fast, but not very powerful.
 * Scourge Adz (D): Redemptive remandation of an iron ax's utility by coating a jagged edge in lethal toxins for ongoing damage in addition to sudden.
 * Iron Poleaxe (C): A military attempt at reforging ax combat. Despite the use of a lance shaft for proper maneuverability and combat, its weight is equally problematic.
 * Steel Axe (C): An empowered version of the original iron ax with increased ferocity as opposed to practicality, complete with force as destructive as the immense pressure its weight gives forth.
 * Killer Maw (C): The barbarian's wanton need, this ax is remodeled with a furtherly honed edge and elongelated handle for more fluid rendering of the opposition. The weapon itself, dyed auburn, is prophetic of the blood to be spilled.
 * Hammer (C): As the name suggests, this ax's head is flattened into a spherical plane, as opposed to edge for traumatic damage. Armored foes, in particular, due to their plates' vibrations, are subject to greater damage as a result.
 * Dragonhew (C): A crimson hued weapon designed with dragonsbane on its double-edged rim. Though less costly than its lance and brand counterparts, the relatively crude design of this weapon results in high brittleness.
 * Swordreaver (C): A axe that is good against swords, but bad against lances. It is sword-like, having a small shaft, with the blade protruding from it very near the haft, then travelling up three feet. It appears to be a short pole (one foot to two feet) with a blade poking out the side, curving, and then travelling parallel to the stick.
 * Steel Poleaxe (B): A successor to the previous design sporting improved metals fashioning the entirety of the weapon, notwithstanding the head. Sleek, maneuverable and highly damaging in impact, it is the preferred weapon of heavy footsoldiers.
 * Devil Axe (B): An orange dyed maw with a color pattern resembling pictograms of the dark deities. As if to reinforce this, its head is circled with mobile blades, capable of inflicting harm to the self as well as the opponent whenever swung.
 * Fliegen Beil (B): A two sectioned ax split towards the head to allow a gap for grappling, easily annihilating all forms of steed. Ludicrously costly and regal, it is typically reserved for the nobility.
 * Brave Axe (B): A repository weapon with its edged curved in a circular fashion allowing for simplistic movement and consecutive motion of attack.
 * Enchanted Axe (B): A fully circular ax coupled with an anima enchantment to be used at any range. (Weapon may be enchanted with a single element from the school of Anima).
 * Silver Axe (A): A refashioned heavy weapon with a shortened handle and edge fashioned entirely from silver. While it remedies the common weight issue of most ax weaponry, its cost and durability are underlying factors.
 * Silver Poleaxe (A): A final remandation of ax weaponry in the army stages for an incredibly durable and efficient polearm, composed from head to shaft from illustrious metal. With ornate design and ferocious capability, it has immense potential, provided one does initiate its costly repair process.
 * Tomahawk (A): An expertly smithed throwing ax lined with onyx on its double-edged head, coupled with grooves to allow for easy return once thrown. Durable, prophetic and easily found, it is the ideal ranged weapon.
 * Hauteclare (S): The sole emblem and lyrical possession of House Macedon, composed of a simple silver handle with a solid emerald foundry for disastrous strength at use for land and air combat.

Bows

 * Huntsling (E): A woodsman's game tool crafted from pine and possessing blunt-force arrows. Improperly weighted and easily broken, it has no purpose in combat.
 * Iron Sling (E): The inspiration for what would become all automated weapons, this common's children toy is made of little more than a leather sack with a laced handle, the handle on which allows for propulsion of a metal ball from within.
 * Iron Bow (E): A proper bow design sporting well-crafted ends with iron plating at the forefront. Despite being generally capable in warfare, it's shots are quite meager, and are unlikely to pierce heavy sorts of protection.
 * Iron Composite (D): A redesign of the common issue weapon to be weighted with iron on both ends for increased snapping strength, significantly increasing its damage capabilities while empowering its weight.
 * Steel Bow (D): A later issue bow with superior metals towards the front and both stave ends, allowing more sleek and efficient loosing.
 * Short Bow (D): An iron bow with significantly reduced string length, allowing arrows to be released with immense speed, at the loss of range.
 * Iron Longbow (D): A crafted iron composite bow with an elongated shaft and string, which, despite being atrociously heavy, allows for particular sniping ability.
 * Bowgun (D): A marvel of modern engineering, this weapon is produced for sufficing the role of a bow in a more automated way, in which the push of a button allows for inward axles to propel gears forward insofar as to loose tightly bound strings, bringing forth an arrow at immense speeds from any given range.
 * Steel Composite (C): The application of composite capabilities to a steel bow for greater capability, increasing to greater strength than its iron counterpart with relatively equal weight, albeit somewhat less due to proper alloying.
 * Recurve Bow (C): A remanded steel bow construct with curved shaft ends for particular propulsion, the likes of which easily tears through flesh, allowing an advantage against cavalry.
 * Killer Bow (C): A crimson-dyed ranged weapon with string so thick that its arrows sail at breakneck speeds, causing a high rate of damage to any receptors.
 * Taksh (C): A remanded crossgun with a wooden string release for more brutal strength within arrow release. Despite its apparent advantages, its design allows for frequent in-combat delays and issues if not outright breaking, as well as immense recoil with every strike.
 * Bodkin Bow (B): A bow specially made to loose the same arrows for which it is named: "bodkins," those with lesser width made for piercing any form of protection.
 * Steel Longbow (B): A steel bow with a similarly extended capability for sniping purposes, its superior strength evident. With a greater surface area, however, the properties of alloyed metals such as steel are magnified, making its weight far more noticeably large.
 * Brave Bow (B): A bow with a two-pronged head for portable storage of arrows, allowing for consecutive assaults prior to retaliation.
 * Farcross (B): A more siege-oriented crossbow variant to be lain on ground with its head stretching up to a full meter enough so that it may relocate. Its arrows, lined with steel, may soar through greater distances as well as reap untold damage to armored units, a remedied fault of regular crossbows.
 * Enchanted Bow (B): A bow enchanted with magic, allowing it to pass on its property to the arrows it fires. (Weapon may be enchanted with a single element from the school of Anima).
 * Silver Bow (A): A forgery of the finest of metals produces this odiously expensive weapon, capable of delivering edged death at previously undocumented capabilities. Sleek, stylish and purportedly hard to come by, its use is reserved for the higher class.
 * Silver Composite (A): The pocketbook's nightmare in applying yet more silver into the bow design for increased performance.
 * Silver Longbow (A): With silver on its weighted, if elongated edge, this bow's significantly reduced weight allows for long distance capabilities almost incomparable, second only to crossbows in accuracy, and second to none in ferocity.
 * Aqqar (A): A ludicrously costly automated weapon fashioned with silver hinges and release for the propulsion strength of its predecessor without unnecessary recoil.
 * Partia (S): An iconic weapon of House Pales dyed red and enchanted to release purging flames with every release. Regal and devastating, it remains an object of pride in any Archanean army.
 * Arbalest (S): A regal crossbow lined with gold and standing majestic in the arms of any warrior. Portable, radiant and capable of rapid-fire assaults, it is the marvel of modern weaponry.

Lances

 * Bo (E): A lengthy staff fashioned entirely from white sap wood. Sturdy and blunt for motion-purposes, it has little practicality.
 * Slim Lance (E): A spear created with fluidity in mind for fresh recruits lacking in strength. While it lacks in total ferocity, its thin design allows for piercing in areas where weapons of greater mass are prohibited, permitting a greater amount of critical blows.
 * Iron Lance (D): Standard issue polearm for equally generic military soldiers. What it lacks in general advantage it covers with equally lacking faults.
 * Javelin (D): An inexpensive throwing spear fashioned entirely out of wood, save for an iron laced tip. Unergonomic and simple to come by, its use is typically reserved for footsoldiers.
 * Scourge Lancet (D): A piked remandation of the slim lance dipped in lethal toxin at the edge, utilising its minimalist design for ongoing injury.
 * Iron Greatlance (D): An iron lance whose wooden shaft has been reforged entirely from plated metallics. While more feasibly durable with greater force, its weight is shifted to significant increase.
 * Steel Lance (C): An empowerment of the original iron lance compressed with coal for better performance. While it bears the same relative weight, the compounds it originates from are greatly imbalanced, lowering durability.
 * Heavy Spear (C): Disastrously heavy lance created for piercing armored compounds, tearing away with every successive use.
 * Killing Shaft (C): The height of common weaponry, this lance is fitted with grooves on its sleek tip, allowing for simple and effective weaving through any sort of flesh for mortifying results.
 * Dragonpike (C): A lancet with an odiously long shaft which arrives at an auburn-dyed head lined with dragonsbane. While it renders dragonkin immobile--if not worse-- its quality is highly unergonomic, shattering after few uses with costly repairs.
 * Ridersbane (C): As the name suggests, this remanded Greatlance is fashioned in the typings of typical knights with a head far greater than the handle for deft and effective removal of cavalry.
 * Steel Greatlance (C): Restyling of the Steel lance to the same form as of iron, with equally immense weight and strength.
 * Signus (B): A lance designed for combating winged riders, crafted with representative green wings on either side. Designed for sparse movement and quick withdrawal, it tears away any sort of steed.
 * Brave Lance (B): An archetypical lance double-edged at the tip with various grooves along the shaft for successive motion, allowing for consecutive attacks which slowly drain the weapon of its quality.
 * Enchanted Lance (B): A remanded lance whose deft use was forsaken for anima magic enchantments, allowing for ranged combat. (Weapon may be enchanted with a single element from the school of Anima).
 * Silver Lance (A): The epitome of historical weaponry in a weapon fashioned entirely out of silver from shaft to head, decorated to signify its regality. Cross-edged at the tip, it allows for devastating movement and successive damage, albeit at a high cost should the weapon be in need of repair.
 * Silver Greatlance (A): A final remandation into the lance series of weaponry utilising the greatest of materials and refinery to produce a weapon as powerful as it is increasingly brittle and costly. Its material used throughout, the weapon allows for damage to be inflicted with either shaft, head or groove at no foreseeable fear.
 * Spear (A): The aptly titled throwing weapon made of far sterner stuff than its lowly counterparts. Though highly devastating, its sheer weight and quality is unable to be utilised by most practitioners, leaving its use truly for the lancing elite.
 * Gradivus (S): The regal creation long in custody within Pales Palace prior to its current housing within the kingdom of Grust. Laced with jewels, onyx and annihilative metals abound, none experience its touch and live to tell of the experience.

Siege Weaponry
All siege weapons, with the exception of the Stone Hedge and Pachyderm, are immobile; to account for this, these weapons are not possessing of rank, but it is foreseeable that more aged soldiers would be able to operate them with much more improved skill. Kindly reflect this in your RPing, if you please.

(Crimea's note: work on adding more types of siege weapons).
 * Ballista: A Wooden Archery Stand that creates the basis of distance combat. Acting much in function with an extremely large bow, wooden arrows are propelled from its head at a specific target, dealing particularly devastating damage to anything that should be winged.
 * Stone Hedge: A battering tool composed of simple wooden shafts hoisted on iron wheels with an immense stone boulder at each end. Devastating upon impact, its canvass pressure is increased in effectiveness towards the heavily armored.
 * Onager: A rudimentary catapulting weapon consisting of two wooden spires hoisting a more minute, fastened down trunk in between, which, when released, propels whatever object it has in its cupped canvas with crushing results.
 * Flame Hoist: An arcanely empowered onager featuring ignition runes at its base, setting ablaze any item to be launched for an elemental finish.
 * Thunderbolt: A similar concept to the flame hoist instead fashioned with runes employing lightning based spells, empowering the item with a shock-worthy advantage as well as increasing propulsion matrix speed through annulling any wind resistance.
 * Killer Ballista: A remanded ballista for heavy warfare with a thinned arrow hoist to allow for additional launch levers to increase the amount of pressure per shot, opening possibilities to more lethal blows.
 * Iron Ballista: A ballista designed for prolonged use, instead fashioned entirely from Iron, in accordance to both machine and arrow.
 * Pachyderm: Named for the ancient steeds the Divine Narga would employ, this alternate ramming weapon is shaped in the guise of an animal most resembling the wild boar with the addition of monstrous spires, referred to as "tusks" on its frontal face for annihilative measures, capable of tearing through the soundest of defenses.

Swords

 * Bokken (E): A bronze hilted sword entirely fashioned out of wood from pommel up. Typically used for developing swords practicioners, it does not have much combat value, aside from raw strength.
 * Slim Sword (E): A rapier like weapon with a significantly elongated blade and hilt, which, while downplaying brute force, allow for much more fluid movement.
 * Iron Sword (D): Standard issue blade for typical military encounters. Sleek and sharp, it slices through enemies at fairly powerful force.
 * Scourge Brand (D): A further refinement of the slim sword, tipped with deadly forthcoming toxins on the edge. As with its predecessor, its relative strength is lacking.
 * Iron Blade (D): A remanded construct of the Iron Sword featuring a girthful blade for damage-dealing tactics. Despite being incredibly durable in addition to mighty, it's sheer weight is far from practical.
 * Steel Sword (C): An improved, further tempered construct of the iron sword, sporting increased weight capacity, sleek design and eloquent strength.
 * Armorslayer (C): As the name implies, the construct of this blade lay with its tempered edge for crushing blows, capable of tearing through whatever armored protection with relative ease.
 * Killing Edge (C): The Myrmidon's apex, this' sword's curved and finely honed edge tears through flesh in the most elegant, if critically damaging method.
 * Wyrmslayer (C): A crimson hilted construct double-edged with dragonsbane for simplified combat with dragon-related foes. Though fairly utilitarian for standard encounter, their creation is rare to a fault, thus making their continued use economically discouraged.
 * Longsword (C): Temperament of the steel sword designed for foot to mounted combat. Its weight has significantly been shifted into a longer blade, whose fluidity tears through cattle like swine.
 * Steel Blade (C): The Steel Sword envisioned in a similar fashion to its Iron Predecessor. Where its utility and force have been nearly doubled, its weight remains atrocious for any speed-bearing user.


 * Rapier (B): A blade regularly reserved for those of noble status. Sleek and lined with the finest of materials, its edge tears away most armor, notwithstanding cavalry.
 * Brave Sword (B): A specially constructed sword designed in such a way to allow for selective hand movement, allowing one to strike successively. Despite its great advantages, its construct is sprase, and greatly weakens with use.
 * Wo Dao (B): A katana of eastern design reserved solely for master practicioners. Surpassing the killing edge in sharp-edgedness and ferocity, it is known to tear enemies with the most minimal of strikes.
 * Enchanted Blade (B): A sword enlightened for use in magical combat. Enchanted by arcane wisdom, its user can call upon its enchantment to strike from afar, in addition to close combat. (Weapon may be enchanted with a single element from the school of Anima).
 * Silver Sword (A): A fully reconstructed design of the iron sword fashioned entirely out of silver, sporting no weight issues and far greater combat efficiency. Due to the brittle and lacking nature of silver, however, the sword has no properties for long term, weakening per every use.
 * Silver Blade (A): The final issue in heavy weaponry by the swordsmiths of the land, remanding the Silver Sword to achieve the greatest absolute power per stroke. With the increased surface area, however, the brittle property of silver is multiplied further, lowering its overall use.
 * Runesword (A): An arcane addition of elder magic practicioners to the art of swordcraft. Similar in function divine magic, each stroke the user fells unto their opponent draws their lifeforce, simultaneously empowering the user and cleansing them of any injuries.
 * Mercurius (S): The Holy Blade of House Pales and a one of the sacred trinity of weapons from the Archanean Empire. Sleek, destructive and virtually indestructible, it is the ideal sword.
 * Falchion (PRF): The holy sword of demons' bane, fashioned by the fang of the Divine Dragon, Narga. Capable of smiting evil presence and dragon alike, it remains, to this day, a national treasure and sacred relic of Altea, open to use only by the descendants of the hero Anri.

Earth
Earth Magic is easily the most powerful school of Anima magic, being extremely long in the cast time, as well as powerful. It is a conglomeration of creating forces, conjuring materials, and creative thinking. An Earth spell could take form of an invisible wave of force, spires of earth rising from beneath someone, or rocks conjured above the foe. It could also combine these, to launch a stone object at a target from a distance. Most believe that Earth is the most offensive of the schools of anima, but it has defensive uses as well.


 * Pebble (E): A weak earth spell, which is easy to cast, fast, but weak. It throws a few baseballsized rocks or clumps of tightly packed dirt at a foe
 * Earth (E): A low level earth magic. It usually creates a rock about 1 metre wide above the foe.
 * Rush (E): An entry-level earth spell. It sends out a wave of force, more like a push than an actual attack. It can be concentrated to throw a small object.
 * Shard (D): A low leveled earth spell which sends twin stone daggers at a target. They can penetrate armor with ease.
 * Briar (D): A low leveled earth spell, which causes thorns and nettles to grow around the foe, and ensnare his feet. They may cut his or her boots, and slow their movement.
 * Elearth (D): A mid-leveled earth magic, which throws a rock about one metre wide at them from above.
 * Shove (D): A low leveled earth spell which pushes the target with the force of a shield bash. It can be concentrated, like all spells of it’s type.
 * Earthen Weapons (C): As long as the caster is in close range, allies' weapons are temporarily enchanted with wind magic, making them slower, but stronger.
 * Nettle (C): A huge mass of thorns climb up a person’s leg, entangling them and damaging them greatly.
 * Stalactite (C): A stone spire rises from beneath the foe. It usually impales part of them. It has a long casting time, but is fast on the rising motion.
 * Opaline Hawk (C): Launches a rock a meter in diameter at the foe from a long range. It is the elemental equivalent of a cannon, and the most powerful of siege magics.
 * Rock Armour (C): A defensive spell that shields the caster in a suit of rock
 * Gaia (B): Summons spires of stone to spring up from the earth, impaling the foe. It takes a while to cast, but the spell itself is fairly quick.
 * Force (B): Summons an invisible wave of force which has the power to knock a foe down, break trees, and crush fortifications. It can be used to fire a ball of earth a long distance, with ample power.
 * Shear (B): Creates a force which is used to rip apart fortifications at their supports.
 * Arcearth (B): High level earth magic, dropping a boulder toward them at terminal velocity.
 * Avalanche (A): A giant barrage of boulders is sent cascading at a foe. The slowest, but most powerful, of A-ranked Anima. It's also quite heavy, and slow to cast.
 * Soultree (A): A bit faster than the Avalanche spell, but requires two steps from the tome. First, it grows a tree around your foe at a startling speed. You then cast part 2 of the tome, which saps the foe’s energy.

Electricity
Electrical magic is very fast, and even the slowest of is this school as fast as an average earth spell. It is also one of the most powerful, but has no uses on the true defensive side. It takes a briliant vajramancer to find a useful defensive spell. It is one of the most powerful types of magic due to its combination of offensive abilities.


 * Jolt (E): A simple electrical spell. Lightweight and fast, but possesses little attack power. Flings a short burst of electricity.
 * Thunder (E): Low-level lightning magic, sending a small bolt of electricity at the foe from the ceiling or sky about eight-ten feet above the ground. It is named for the rumbling sound it makes, rather than what it is.
 * Elthunder (D): Mid-level magic, dropping a handful of bolts on the foe from around nine feet in the air. These bolts come from one point, branch out, but sweep back in to hit the target in the same place is the others, in their jagged, lightning-bolt kind of way.
 * Lightning Shield (D): A defensive spell, that creates a small, temporary electrical shield for the caster.
 * Pulse (C): Creates an electric current that runs through the opponent. Effective against heavily armored targets.
 * Levin (C): Summons a storm cloud above the opponent, who acts as a human lightning rod. The concussive blast following the actual lightning deals damage as well. Oddly, it is weaker when it's within a bowshot of the caster.
 * Thunderclap (C): This spell causes a bright flash of light from an ally, that only enemies can see when they try to attack the ally enchanted with this spell. It disorients them for a moment, allowing for a getaway. This spell is casted without a tome, only used by Vajramancers.
 * Raijin (B): Engulfs the target in a sphere of crackling electricity. The fastest B-level Anima. It hits multiple times in a second, but it does little damage each hit. It adds up to quite a bit of damage in the end. In reality, it summons a spirit of lightning, which is temporarily bound to a target. It summons so much lightning that it generally kills the target within seconds.
 * Electric Weapons (C): As long as the caster is in close range, allies' weapons are temporarily enchanted with electric magic, shocking as they strike.
 * Arcthunder (B): High-level lightning magic, being able to send a pair of nasty-looking bolts down from the sky, or send an alternating current of high-voltage electricity through you and your foe, using your arms as the anode and cathode. (harmlessly passing through you, of course).
 * Ride the Lightning (B): A lightning spell that wraps someone’s body in harmless lightning, and a bolt of lightning strikes in another place. The person wrapped in the lightning is instantly moved to where the lightning bolt landed.
 * Static (B): Upon simply touching a target, you can send them into shock, causing them to lock up for a set amount of time, depending on the caster. It may kill them, more likely so if you touch their spinal cord.
 * Thoron (A): A powerful electrical type attack, which is fast, but not as powerful as Thordain.
 * Chain Lightning (A): A truly powerful spell, and easily the most damaging in total of any non-legendary spell. A large ray of lightning comes from the caster's palm, and strikes a target, with smaller bolts coming off each of a hand's five fingers. They strike the target, and go through him, splitting off to more targets.
 * Thordain (A): A powerful blast of electricity is said to split the earth upon impact. It's insanely fast and powerful, but has a chance of recoil on the caster.

Fire
The most primal of all anima schools, Fire had been a fear of all creatures, and the bane of civilization for long periods of time. It is only fitting that the majority of mages would use fire, and that fire would be one of the most effective schools of magic. It is violent, and a creative user could do many things with it, including torch a person from the inside, melt armor, damage weapons, and blow up arms stores. It is unpredictable, and difficult to counterspell. This magic has few defensive uses, but is a great offensive magic.
 * Ember (E): A simple fire spell. Lightweight and fast, but possesses little attack power. Sends a small shower of sparks at a target.
 * Fire (E): Low-level fire magic.
 * Flare (D): A low-level fire spell. Creates a burst of flame that quickly engulfs the target before disappearing. It's moderately easy to use. Boosts damage from the next attack.
 * Flaming Weapons (D): As long as the caster is in close range, allies' weapons are temporarily enchanted with fire magic.
 * Flameguard (D): Creates a blazing shield for the caster. A protective spell.
 * Elfire (D): A strong fire type spell, that sends a large column of flame out at the target, usually from the ground. It can be directed in any direction.
 * Fireball (C): Throws a giant fireball at a target, which explodes on impact. It's a powerful spell with generous crit rates.
 * Meteor (C): Creates a raging spiral of flame centered around the target. Deals heavy damage to multiple enemies at once, but doesn't reach nearly as far as Brushfire.
 * Arcfire (B): High-level fire magic.
 * Hephaestus(B): Encases the enemy in the fires of the forge. It's quite powerful, and can afford multiple strikes.
 * Bolganone (A): A powerful fire type attack, superheating the ground beneath a target, and when the ground can’t take the heat anymore, hot magma rushes up. In the case of icy ground, boiling water and possibly lava will rush up.

Water/Ice
Named for the fluid element known humbly as water, this school is as controllable as it’s name implies. While a bit slow on the casting, its power is nothing to laugh at. Anything involving this sphere of anima is fluid, and can be used in many ways, beyond the simply pounding. It can include using ice to impale them, and a practical user would think of things like drowning the target, or constricting their movement with it.
 * Frost (E): A simple ice spell. Lightweight and fast, but possesses little attack power. Creates a thin ray of cold, wet air to direct at a foe.
 * Water (E): Low-level water magic that sends a pair of small globes of water from each hand at the foe.
 * Sleet (D): A low-level ice spell. Sends a spray of ice shards and heavy rain at an opponent. Fairly fast and lightweight. Obscures visibility slightly.
 * Freeze (D): A water spell that forms water around the foe’s feet, then freezes the feet together.
 * Elwater (D): Mid-level water magic, conjuring a large globe of water above the caster's head, and using it to attack the foe. It is usually held around the foe for added damage, if the caster has a large enough influence on the water.
 * Frost Weapons (C): As long as the caster is in close range, allies' weapons are temporarily enchanted with ice magic, giving them a wintery chill.
 * Deluge (C): Drench a foe in a torrent of water. A balanced spell with no glaring faults.
 * Hailstorm (C): Throws giant boulders of ice at a faraway opponent. Though incredibly heavy and slow, Hailstorm packs a severe punch.
 * Iceshield (C): A defensive spell, that creates a small ice shield for the caster.
 * Rain (C): A relatively harmless spell unless used in combination with another. This causes it to rain in the area near the caster, penalising fire magic and making foes more conductive to electricity.
 * Iceberg (B): A giant mountain of ice erupts from the earth, freezing a foe. It's heavy, but surprisingly fast.
 * Arcwater (B): Highlevel water magic, that conjures twin jets of high-pressure water, enough to bruise an armoured foe, and heavily damage unarmoured foe.
 * Glacier (A): giant sheet of ice crushes a foe in subzero temperatures. It's insanely strong, but takes an extremely long time to cast.
 * Fimbulvetr (A): A powerful twister of ice blows around a foe, and then freezes upon them. It then ruptures, sending shards of ice into nearby foes, as pillars of ice rise from below the target’s feet, generally impaling them.
 * Tsunami (A): A huge burst of water flows from behind the caster, causing massive damage to all whom are hit by this. It has power equivalent of an S Rank spell, yet it does not differentiate friend from foe.

Wind
Wind magic is a simple magic, and the fastest in the casting times. It is easy to trigger magical reactions with wind, but it may be hard to maintain the proper conditions for its use. It can do anything from cut a person with razor sharp magic, to gently move ships, to carry sand to buffet fortifications. A tornado, a powerful phenomenon of wind magic, is hard to manage, especially compared to a gentle zephyr. It is especially effective against winged steeds.


 * Wind (E): Low-level wind magic.
 * Zephyr (E): Sends a quick blast of wind at an enemy. Temporarily deafens the target.
 * Elwind (D): Mid-level magic. It is very effective against winged units.
 * Winduard (D): A defensive spell which deflects oncoming arrows and possibly melee attackers.
 * Equinox (C): This spell causes anima spells, specifically fire and water, to do absolutely nothing to the affected party, but only for a short amount of time.
 * Gale (C): A strong wind batters and assails the enemy. It's powerful enough to blow small vessels off course.
 * Wind Weapons (C): As long as the caster is in close range, allies' weapons are temporarily enchanted with wind magic, making them faster and lighter.
 * Squall (C): Creates a sea storm of heavy winds and rain to attack an opponent. It's fast, but heavy. More effective over large bodies of water.
 * Aircalibur (B): A powerful wind magic, which does even more damage to fliers than normal wind spells. Three blades of razor-sharp wind slice through the target’s limbs.
 * Maelstrom (B): A cyclone of razor winds swirls around the opponent. It's quite fast, and is unusually lightweight.
 * Arcwind (B): High-level wind magic.
 * Tempest (A): A stronger version of Maelstrom, Tempest creates a giant wind tunnel storm around the opponent. Rips up anything not anchored down.

Light
Light Magic -- also called the Divine School -- is a group of holy magics, that are used to smite evils and help the allies of the caster. Sure, casters of this branch of magic tend not to be evil, as it has a purifying and gratifying effect on those who use it, but that doesn't prevent a significantly determined evil from using it's power. However, few would try, due to this: its nature makes it powerful against users of dark magic and evil beings.

Pacifism (B): A light spell of a high order, that takes all the good in a person, and amplifies it relative to the evil in a person, essentially making them unwilling to fight for some time. It has less effect on more combat-desiring foes, but will at least hold someone back by using their conscience for five seconds.
 * Flash (E): A non-offensive spell, which does as its name suggests, temporarily blinding foes.
 * Light (E): A simple light spell, that has less monsterslaying power, but is faster. It sends a small flurry of light bolts at the target.
 * Guard (E): A light benediction which blocks one attack on the target. The effects can stack, meaning you could possibly prepare for the battle by stacking them up, but it is unlikely and difficult for the caster to do.
 * Lambent (E): The beginning of one's scholarly training in the use of divine magic. Weak, but fairly accurate.
 * Shine (D): A basic form of light magic, more powerful than Light. A shard of light is cast from the heavens, hitting its enemy. Slightly stronger than Lambent.
 * Narlox (D): An fairly basic light benediction, a beneficial spell. It causes the person to have to breathe less, by directly oxygenating their muscles.
 * Holy Weapons (D): As long as the caster is in close range, allies' weapons are temporarily enchanted with light magic, making them glow brightly and deal light damage.
 * Divine (C): A mighty light spell, creating a large ball of unstable holy energy. It is conjured in a position relative to the target, and pushed toward them magically. As the energy impacts the target, it pushes itself into it, and as a nuclear reactor would work, the energy is multiplied, and pushed out in an explosion. There is a design flaw that prevents an unskilled caster from conjuring the mass anywhere besides above the foe, but a powerful caster (Midway tier 2, or Mastery) could conjure it in another place relative to the foe.
 * Seraphous (C): An average Divine spell that casts disks of light at an enemy, it may prove effective against weaker enemies.
 * Aura (C): This spell causes the aura of a target to be enhanced with fairly basic holy energies, protecting them from the effects of magic for a varying amount of time, based on the caster.
 * Aurora (C): Solid beams of light shine down from the heavens, cascading onto its target, engulfing them within the light.
 * Resurrect (C): Few spells are able to bring back the dead, and this is no different. However, it has the power to stop the progression of any damage, for a very short amount of time, so the person can find a healer. It staunches wounds, preventing the wound from hurting them any worse than it already has harmed the target.
 * Arclight (B): A powerful light spell, that is part of the upper echelon of light magics.
 * Smite (B): This spell summons a burst of light that damages and temporarily stuns the caster's foes.
 * Guardian (A): A light benediction that prevents physical damage and magical damage with a barrier directly on top of their skin for a short period of time.
 * Harmah (A): A long distance spell, light shines down from the heavens and strikes the target with a short but blinding and scorching ray of light.
 * Starlight (S): Dazzling light engulfs the entire target and illuminates the darkest of places. Forged from the Starsphere and the Lightsphere, it is the only weapon that can defeat Imhullu. Its current whereabouts are unknown.

Dark
Dark Magic -- often called Elder Magic -- is considered by some a cruel branch of magics. Its power is unrivaled, and the closest any come is Earth magic, whose destructive power is best suited for damaging structures and sieges. In a duel between Dark Magic users, the most important thing is not the natural power of the caster, but the caster's ability to cast a spell quickly. The greatest dark caster is not the most powerful, but the one who can cast more quickly. The magics will make sure, no matter the foe's resistance, that they regret ever crossing your path.


 * Worm (E): The basic form of Elder Magic. Used mainly by those still learning magic, it helps teach the user how to control Elder Magic, but it does not have the damaging effects of some of its more powerful counterparts.
 * Flux (E): A blob of dark energy is summoned by the caster, which then sinks into the ground. It then rises by the foe, and rushes toward their head, imploding upon that location with what power it has.
 * Pain (D): A spell that inflicts little damage, but great pain, equal to having your fingernail ripped out.
 * Despair (D): A violent spell that causes the target to begin to have a seizure. When felt, you feel pain so intense that you react that way, rather than having the spell MAKE your body do such.
 * Poison (D): A dark tome which directly poisons the foe with a needle of purple energy.
 * Elder Weapons (D): As long as the caster is in close range, allies' weapons are temporarily enchanted with dark magic, giving them a dark hue and deal dark damage.
 * Walking Bomb (D): Casts a spell that causes the target's body to rot from the inside, and then violently explode, dealing damage to units nearby.
 * Envenom (C): Slowly draining the life from its victim, this tome does not deal much damage initially, but if left unattended, the venom it leaves in the target's body can eventually have a devastating effect.
 * Nosferatu (C): A dark magic meant to emulate a powerful dark creature known as a vampire. It sucks the foe’s vitality, and gives it to the wielder.
 * Distortion (C): A distortion in space causes the caster to move in one direction, and back within a span of time depending on the caster’s choice. You have to move back, however.
 * Luna (C): A dark magic spell with the greatest power of all. A caster can directly inflict damage to the foe using this tome, based on their magical power.
 * Iblis (B): Elder magic that summons orbs of void energy that disrupt other magics and burn everything they touch at the enemy. The damage it deals to the victim is siphoned into the user, healing them.
 * Hel (B): Powerful elder magic; those whom it is cast upon are ravaged by piercing nether-winds and clawed by demonic, shadowy hands that erupt from the earth.
 * Pestilence (B): A spell that unleashes a virus into the foe. It damages cells by causing them to crystalize.
 * Convulsion (B): A spell of elder magic focused entirely on causing pain, this spell unleashes a feeling like having your entrails poked with needles onto the target. It causes them to twitch, quite often.
 * Eclipse (B): A spell which unleashes one of the most devastating effects of Dark Magic. It cuts the threads of life of the target in half, essentially, doing damage equal to half of the foe’s health.
 * Fenrir (A): An extremely powerful dark spell, with power beyond most spells. It is named for a rather famous wolf, due to the sheer ferocity of the spell.
 * Epidemic (A): This spell unleashes a swarm of terrible, devastating protists onto an area. They consume the flesh of all who are caught in the area, and when done, it begins to rot due to chemicals from in their bodies.
 * Imhullu (S): A demonic wind that seals all weapons except Starlight. Forged from the Dark Sphere, it is said to have disappeared from existence entirely...

Staves
Staves are a fairly varied type of magic, that uses a crystal to modify pure, unadulterated mana into magic. The orb is usually on the end of a pole. One could technically use just a crystal orb, but casters prefer staves, as not only are they used for staff magics, but to fire small bolts of pure magic at enemies when threatened.


 * Heal (E): The Heal staff is the most common staff among healing units. Its practical nature is in its name, to heal. Slightly weaker than other staves, but it gets the job done.
 * Torch (E): The Torch staff simply does as the name implies, it covers the tip of the stave with a magical flame that serves to drive the gloom from a dim room or pierce the heaviest of fog.
 * Unlock (D): Unlock unlocks locks...well, some, depending on the complexity of the lock and the strength of the caster.
 * Mend (D): A more powerful healing staff that is capable of restoring broken bones and repairing internal damage.
 * Restore (D): Restore staffs serve to undo the effects of poisons and toxins upon the target's body, bringing them back to normal health. Interestingly enough, Restore staffs can undo the effects of alcohol upon a body.
 * Resistance (C): Resistance temporarily raises the Resistance of the target, making them more capable of withstanding magical attacks.
 * Watch (C): A rather interesting Staff, Watch will serve as an indicator for ambushes. When used outside of a closed room, foggy area, or in the middle of a forest, the stave will glow one of two colors: blue and red. A blue glow means that there is no danger in the area, whereas a red glow means that something in the area wishes the caster harm.
 * Ward (C): A staff that boosts magical resistance, but it has no healing potential.
 * Physic (C): Hardly superior to mend in its healing capabilities, but it offers the ability to heal an ally from a further distance.
 * Misdirect (C): A relatively inaccurate spell in itself, Misdirect causes enemies to be slower and less accurate in their attacks.
 * Aid (B): The caster casts this spell on an ally, and heals them upon injury.
 * Sleep (B): Sleep staffs are another staff that are easy to use, but difficult to use well. They are notoriously inaccurate, but when successful, they can cause the target to fall to sleep from anywhere to ten minutes to a half-hour.
 * Silence (B): Silence is easy to cast, but casting it accurately is another matter entirely. This staff can temporarily cut a magic user off from the energies of the world, rendering them unable to cast magic, use staffs, or summon spirits.
 * Cleanse (B): Cleanse sends out a purifying blast that cleanses the area of magical effects, whether beneficial or not. Does not work on effects used upon the caster.
 * Warp (B): The Warp staff allows a user to magically teleport any willing ally from one location to another; the distance that can be teleported is limited, however. A mile and a half is easily doable, anything over that is dangerous to both the teleporter and the teleportee.
 * Berserk (B): Berserk staffs send the target into a frenzied rage that drives all reason from the target's mind, and makes him attack anyone nearby, no matter if they are friend or foe. Obviously, this staff works best if you use it on an enemy unit near the back lines of the army you're facing.
 * Paralyze (A): A paralyse staff, as its name implies, has a chance of paralyzing a target or setting a spot where -- if an enemy steps -- will be triggered and thus cause them to be unable to move for a short period of time.
 * Recover (A): A useful healing staff that is capable of restoring a unit to full health, undoing blood loss, and bringing them back to the peak of their game.
 * Purify (A): Purify is perhaps the worst fear of summoners. When cast against summoners, Purify can destroy a single creature that has been summoned to the field, regardless of strength or size.
 * Warp (A): A staff that can warp an ally to a distant spot in the blink of an eye.
 * Rewarp (A): The recalling of an ally, moving said person to a safe location near the user.
 * Fortify (A): A strong staff, allowing the healing of all allies in its massive range.
 * Aum (S): A legendary staff that can revive a person from death, it is said to be able to be wielded only by a female of royal lineage.

Summons
(List is pitifully small because I'm still working on it).
 * Wisp (E): Summons a floating ball of light to the field. Wisps attack from a distance with a weak elemental magic attack.
 * Phantom (E): Phantoms are beings that wield a single martial weapon (Axe, Sword, Lance, or Bow). They are as strong physically as their caster is magically, but one small blow can crumble the creature to dust, as a downside.
 * Animal (D): Summons an average-sized or small companion animal, such as a wolf, that fight as the caster's side.
 * Shade (D): A shade is the spirit or ghost of a dead person, brought to the physical world. TBD.
 * Imp (D):
 * Boggart (D): A boggart is a troublesome creature somewhere between a fairy and a goblin. While it may be a troublemaker, it is not considered to be much of a threat.
 * Goblin (D):
 * Undead (C): The summoner channels summoning magic into nearby corpses, binding them to himself/herself. Wielding the martial or magical weapons they used in their past life, the corpses are filled with nothing but a desire to kill and devour enemies of the caster.
 * Skeletons (C): The summoner channels summoning magic into nearby skeletons, binding them to himself/herself. Wielding the weapons they used in their past life, skeletons are filled with nothing but a desire to kill enemies of the caster.
 * Beast (C): Summons a large companion animal, such as a bear, that will fight by the caster's side.
 * Corpse Walker (B): A stronger version of Undead, this spell binds to a single corpse, augmenting its power and making it a force to fear. Unlike the Undead, the Corpse Walker is intelligent, and it usually takes more than one person to take it down.
 * Arcane Corpse (B): A stronger version of Undead, this spell binds to a single mage's corpse, augmenting its power and making it a force to fear. Unlike the Undead, the Corpse Walker is intelligent and powerful in its arcane skills; however, it is frail, and weak to physical attacks.

Concerning Rings
These work the same as staves. The bard or dancer holds a sphere, and dances, plays, or sings, the performance aiding allies or detrimenting enemies.

Credit
Mori, Monks_Inc, and Crimea River