Humans believe that they have discovered all of the known types of magic, however, we are not particularly sure about that. This record is a list of the known types and shapes discovered by Humanity thus far.
To explain, the spell creation process. It is entirely within the the mind of the mage, with the cumulative cunning requirements for the spells being a strong suggestion rather than a true requirement. These requirements are mostly to avoid cerebral damage and to allow basic cognitive awareness while weaving spells. Some individuals are capable of weaving beyond these limits and a few require significant increases to these requirements to be ‘true’.
The Types of magic seem to correspond to cataclysms that have plagued the surface in the past, however, until a new cataclysm occurs which generates a new type of mana, we can not know for sure as The Deep opened onto the surface recently. Given this assumed connection, through cross-referencing the histories that were salvaged from the Breach, we are fairly confident that we know of each type of magic that exists as of now.
Concentration requirement: 2
Concentration requirement: 2
Mana Color: Light, almost white, blue
Concentration requirement: 2
Concentration requirement: 2
Concentration requirement: 2
Concentration requirement: 4
Concentration requirement: 4
Concentration requirement: 4
Concentration requirement: 4
Concentration requirement: 4
Mana Color: Almost grey, blue
Concentration requirement: 4
Mana Color: Almost grey, green
Concentration requirement: 6
Concentration requirement: 6
Mana Color: Light lavender
Concentration requirement: 6
The Shapes of magic are why many scholars are not confident that we have truly discovered all magic, as the shapes do not seem to possess any relation to cataclysms. They seem fairly random in how they actually appear within the minds of mages, but there is a clear progression in the pattern's complexity.
Technically, this does not create true spells, but creates minor effects in line with the type of mana utilized around the mage. This is the type of magic used to actively enchant objects.
Concentration requirement: 2
Creates spells that affect someone within the physical reach of the mage.
Concentration requirement: 5
Creates spells that have a long range and fires a bolt of magic.
Concentration requirement: 8
Creates spells that affects targets in a cone in front of the mage.
Concentration requirement: 10
Creates spells that affects the weapons of the target. Interestingly, it will affect whatever the cast upon intends to use as a weapon, such as fists or mouths in rare or desperate times.
Concentration requirement: 12
Creates spells that affects the armor of the target. It also affects exposed flesh.
Concentration requirement: 14
Creates spells that lie in wait in a location, to be triggered by individuals being in proximity to it. These can be cast under targets and will assumedly outlive the mage who cast it unless triggered.
Concentration requirement: 15
Creates spells that affects in a line.
Concentration requirement: 16
Creates spells which create a lance of magic that goes forward in a straight line. This lance is a sort of shallow cone that starts as a line and leaves a short lingering effect to those affected.
Concentration requirement: 17
Creates spells that creates an aura around the target.
Concentration requirement: 18
Creates spells that affects the terrain within the mage's sight, lingering for a time regardless of what happens to the mage after being cast.
Concentration requirement: 20
Creates spells which hunt for targets rather than having a specified target in mind. Each spell has their own criteria for what they seek, such as enemies with the most or least health, allies with the least achievements, allies in the least danger, etc. These spells leave behind some degree of an ephemeral trail.
Concentration requirement: 21
Creates spells that afflict large areas, causing some sort of chaotic element to fall or rise, generally randomly affecting targets.
Concentration requirement: 22
Next, there are additional complexities, additional patterns which can be added to the spell’s pattern in order to grant the spell additional effects or to augment the spell.
Causes spells with this additional complexity to bounce between applicable targets of the spell within a 5-meter radius.
An additional 'bounce' per tier of the complexity. The range of the bounce is increased by the range complexity.
Cone spells are the only known spells to not be capable of using this complexity.
Tier 1 Cunning Requirement: 30
Tier 1 Concentration Requirement: 6
Subsequent Tier Cunning Requirements: +20
Subsequent Tier Concentration Requirements: +4*n-1
Causes spells with this additional complexity to unravel more quickly after the energies are released. Thus allowing the spell to become rewoven in shorter periods of time.
It appears that each tier of the complexity decreases the time it takes to unravel by 9%.
Tier 1 Cunning Requirement: 10
Tier 1 Concentration Requirement: 2
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to have greater areas of effect. Increases the angle of cone spells.
It increases the area of effect by 1 meter for each tier of the complexity. Increases the angle of cone and spear spells by 10° per tier of the complexity.
Tier 1 Cunning Requirement: 25
Tier 1 Concentration Requirement: 5
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to ignore resistances against the type of magic.
It increases the penetration against armor and damage reduction by 2 per tier of this complexity.
Tier 1 Cunning Requirement: 15
Tier 1 Concentration Requirement: 3
Subsequent Tier Cunning Requirement: +15
Subsequent Tier Concentration Requirements: +3*n-1
Causes spells with this additional complexity to be supernaturally more accurate/more likely to effect targets in areas of effect.
This has yet to be quantified per tier. Though it is noticeable.
Tier 1 Cunning Requirement: 15
Tier 1 Concentration Requirement: 3
Subsequent Tier Cunning Requirement: +15
Subsequent Tier Concentration Requirements: +3*n-1
Causes spells with this additional complexity to be capable of affecting at further distances.
This increases the spell's range by 2 meters per tier of the complexity.
Tier 1 Cunning Requirement: 10
Tier 1 Concentration Requirement: 2
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to generally stun those affected for an extremely short time.
This increases the 'stun' time by ~1 second per tier of the complexity.
Tier 1 Cunning Requirement: 25
Tier 1 Concentration Requirement: 5
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to be stronger, more intense.
This increases the 'power' of the spell by 10% per tier of the complexity.
Tier 1 Cunning Requirement: 20
Tier 1 Concentration Requirement: 4
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to last longer.
This increases the duration of the spell by 25% per tier of the complexity.
Tier 1 Cunning Requirement: 15
Tier 1 Concentration Requirement: 3
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity increase the power of the spell at the cost of slowing down the time the spell takes to fray.
This increases the 'power' of the spell by 20% but also increases the time the spell takes to unravel by 10% per tier of the complexity.
Tier 1 Cunning Requirement: 30
Tier 1 Concentration Requirement: 6
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Causes spells with this additional complexity to 'duplicate' themselves against the same target.
This increases the number of replications/bolts by 1 per tier of the complexity.
This does not trigger on bounces, it simply triggers for the initial casting.
Tier 1 Cunning Requirement: 35
Tier 1 Concentration Requirement: 7
Subsequent Tier Cunning Requirement: +20
Subsequent Tier Concentration Requirements: +4*n-1
Causes spells with this additional complexity to be more dangerous to either the unharmed or the dying.
Up to 25 additional damage based on the amount of health missing (either lessening due to having health or lacking it) per tier of the complexity. This is affected by complexities which increase the power of the spell.
Tier 1 Cunning Requirement: 25
Tier 1 Concentration Requirement: 5
Subsequent Tier Cunning Requirement: +15
Subsequent Tier Concentration Requirements: +3*n-1
Causes spells with this additional complexity to be cast multiple times with a single weave of the spell.
This increases the number of casts per weave by 1 per tier of the complexity.
Tier 1 Cunning Requirement: 60
Tier 1 Concentration Requirement: 12
Subsequent Tier Cunning Requirement: +20
Subsequent Tier Concentration Requirements: +4*n-1
Causes spells with this additional complexity to increase its power significantly in return for harming the caster.
This increases the power of the spell by 30% per tier. The amount it harms the caster appears to be around 15 per tier of the complexity.
Tier 1 Cunning Requirement: 20
Tier 1 Concentration Requirement: 4
Subsequent Tier Cunning Requirement: +10
Subsequent Tier Concentration Requirements: +2*n-1
Technically, there are enhancements, which are theorized to be additional patterns that can be added to specific shapes or types. Unlike the rest, these are highly secretive and almost none of them are public or even guild knowledge. They are only guessed to be true due to reports on Deep Ones.