Mister_Surreal

"...Paths of endless impossibilities."

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Official Mister Surreal Offensive and Defensive Spells List

Never attack before you defend
Never attack before you defend

There are countless foes that Mister Surreal must fend against when protecting reality. Cosmic horrors and abstract entities that exist to do no more than corrupt, consume and or destroy, many of which finding a way to do so in our reality by whatever means are available. With that fact, it is imperative that countless spells are learned in order to fend off such a vast number of foes. While created with the intention of defeating various enemies that do not spawn from the native reality, such as demons and non corporeal beings, the multiple spells utilized are just as effective against enemies that are native to the main reality, and can be translated to physical attack damage. The effectiveness of each spell however depends on how focused and energized the Sorcerer Supreme is.

(Please contact me if you would like to use any of the spells from this list. And a special shout out to @oraculi: who helped develop and edit this list ^_^)

Offensive Spells

  • Arcane Bolts: Bolts of quick moving energy that follow targets and explode on contact. Usually travelling at speeds of 50 ft. per second, the targets body can absorb the orb bolt and feel effects such as disillusion or and profound self contained realization, becoming a maddening sensation in one's mind that will leave them open to another strike. While normally fairly harmless on a physical level. They are equipped to also explode with a physical force of up to 2 tons of TNT.

  • Lazarus Whips: Upon completing the appropriate set of gestures with one's hand, a set of energized whips will be realized and will fly outwards, seeking their intended target. In their attempt to make their mark, each will be capable of ricocheting off of any type of surface a total of 50 times, destroying any object in its path. However, just coming within 6 inches of their intended target is enough to siphon off a portion of their life force, being able to take so much as 5% upon contact.

  • Rings of Rormet: Swirls of energy that can contain power from ancient sorcerer of the same name, massive of bolts of arcane electricity reaching up to that of an actual lighting return stroke of voltage being carried through each vessel of attack. Upon each attack, the physical effects of the attack of will act as ordinary electricity, but prolonged visual exposure to each flash of electricity will gradually decrease the confidence of the viewer over time.

  • Jotunheim's Breath: A spell designed with the capability of drawing from the desert landscape of its namesake, it serves as a useful too for utilizing negative temperatures. Manifesting itself as a magical platform as a floating arcane platform of non-scientific ice, the spell can be used to achieve effects of manipulating the pure cold of the realm with varying degrees of ease and precision (e.g. being able to use the platform to project shards of ice, freeze opponents in close proximity, create a localized field of snow, etc). Being able to reach temperatures of as low as a state of absolute-zero.
  • Time Absolute - A spell that is often used to deal with particularly swift opponents swift opponents, the user can create a localized field ranging up to 20 feet in diameter that will result in their enemy's speed, physical and mental, only being as fast as the one who casted the spell. This working by the chronokinetic spell effectively forcing the space-time continuum into a temporal equilibrium of rate regarding perspectives. However, this spell will not activate in a situation where the caster has a nearby ally that can a consciously thwart off the speed based efforts of the opponent.
  • Winds of Wayim: A raw force manifesting itself as wind, even in environments with no atmosphere, the attack can be directed in either a channeled, focused force, or act as an omnidrectional wave of energy. In either case, projecting outwards as a way to repel opponents. Being able to apply of 2,000 tons of force on average, naturally losing its physical influence as it gets farther away from the caster, and only effecting any enemies in the caster's immediate vicinity.

  • Orbs of Olv: Numerous orbs of power that have the ability to manipulate the likeliness of an opponent succeeding in their attempts through the process of good and bad luck, the extent of which is chosen by the wielder. However, each attempt has a 40% of backfiring on the caster or working on the opponent, the effects lasting for a total of one minute in either case.

  • The Ones Below All: A summoning ability that will create a portal to varying lower dimensions and realities that momentarily allow for a number of beings to emerge and attack opponents, it is a risky spell that should be used only in more dire situations. This power is capable of calling upon a wide variety of harmful beings, such as eldritch horrors, demons, golems, numerous abstract entities and more. However, it should be noted that the command of such beings is with quite limited control.
  • Paralysistrom - A simple yet effective spell in the form of a field of bubbles that will causes an opponent that comes into contact with it to become physically stiff. Each bubble with only partially cause the effects of physical stiffness, typically requiring around 200-1,000 to causing fully body paralysis.

  • Ones of Many: A confusing spell designed to create the illusion of the caster being in multiple places simultaneously through the use of visual clones, each clone's position if dictated by whatever location the caster has been in within the immediate area. Each one being identical to the prime (the true being) in every conceivable way, but unable to physically interact with the user. The speed upon which the clones duplicate will gradually decrease by the number of clones hat exist at any given moment in time, with no actual limit to the number of clones that can exist.

  • Dreamseek: By projecting a mere cloud over a battlefield, the caster is capable of increasing their opponents fatigue drastically, even if they normally are unaffected by such things. The effects of the mist with instantly take effect, and grow steadily worse as time goes on, until a forceful state of sleep is achieved. While the cloud can normally be set over a broad environment, it can also channeled in short ranged, direct plumes of mist. Being even faster in effect and resulting in long sleeping period.
  • Discs of Dominance: With the proper methods put into practice, the user is capable of creating a 6 incorporeal, discs arm that will cause searing pain to be afflicted upon any opponent that they phase into, regardless of how durable they are. These attacks tend to cause tremendous pain for the span of 5-30 seconds, depending on the proximity of opponent and the amount of time that they spent phased into them. Each being able to stack multiple sets of pain. The discs can either be supposed over a battlefield as a range weapon, or as an arm attached device for close combat.

  • Bands of Bolmic: When casted, the spell will result in a group of powerful rings descending upon and restraining enemies that typically fall within the strength range of being able to exert over 500,000 tons of physical force, for a total of 45 seconds. However, its strength being more abstract will gradually increase in strength by a factor of 10 each second, should an opponent be strong enough to break free.

  • Flames of the Fallen: From the depths of Hell itself, waves of fire can be conjured and sent and opponents way that can reach temperatures of as hot as 10,000 degrees Celsius, as well as burn the very soul simply by being within a meter from their target. The flames can be manipulated as either small bursts of power or as long streams of energy, in any case, the use of said attack should be used for no more than 40 seconds, with the threat of soul corruption being a constant threat.

  • Insight: By staying directly in his opponents line of vision for a prolonged period of time, for the span of 25 seconds, the user can actively alter their perception of the reality of their opponent and force them to perceive them in a psychedelic and unreal nature. In actually, providing a glimpse into ever shifting alternate versions of them, and thus making it increasingly difficult and distorting to do combat. The effectiveness of the attack however decreases with the distance from the caster's own dimension.
  • Metaphysical Weapons: With nothing but a number of choreographed movements, a plethora of weapons created out of pure fortitude can being created, coming from a variety of any ancient crafts, such as: swords, axes, maxes, hammers and the like. They have the ability to physically injure an opponent, but also bypass the a physical security measures, such as force-fields. Furthermore, their effects are cable of reaching infinite range simply by being perfectly aligning them with their victim.

  • Cosmic Blasts: By utilizing the vast energy harnessed from the ambient power of the cosmos that are used to integrate the quantum stability of an object, the caster can cast a devastating ranged beam of power that will instantly shred or vaporizing a great number of incorporeal presences that lay in its path. Being able to effectively maim or even kills cosmic horrors. Alternatively, they can be fired with the physical effect of a nuclear blast, always around that of a 500 megaton bomb.

  • Confucius: Named after the philosopher, the spoken spell that will naturally send any opponent who hear's into a state of frenzy and confusion for a total of 10 seconds. The result being effects such as glimpsing into other realities under the guise such physical effects of hallucinations, vertigo and mental fatigue. The attack can only be uttered once in the span of 3 minutes upon each use.

  • Irappu: An unspoken curse that has been said can kill virtually any opponent in one attack. The cost being the life of the user.

Defensive Spells (Abjuration)

  • Faith Shields: Shields composed of mystic energy that will automatically protect the user from a vast number of attacks, including all manner of energies and forces, with but a swift defensive gesture. The resistance depends on the state of the user, relaying on their faith, concentration and emotional stability for its durability. In the case of Mister Surreal however, they or normally high effective against any and all energy or force based attacks that come his way, if not invulnerable.

  • Deflectacor & Reflector: Deflector - A spell that is able to cast aside of the projectiles or abstract attacks of an enemy, such as spells, should the motion of the users hand come into synergy with the angle that the attack is launched. Reflector - A more advanced spell, it is cable of directly reflecting projectile attacks back onto their source send the effects of basic projectiles, spells, supernatural or conceptual attacks straight back at the one who had casted them. This can only be done when parried right as the attack is about to make contact with the victim, activate or otherwise.

  • Paradox Encounter - A spell designed to exist passively, paradox encounter serves as defense against attacks that the caster would otherwise fall victim to. Should an attack in the form of a projectile or speed, spell or otherwise assault come to the caster in such a way that they are not aware of it or simply cannot possibly react in time, the spell will force them to repeatedly cover half the distance between them and their opponent. The result being them only getting infinitesimally close to the one who casted the defensive spell and alert them in the process. The spell works only in the cases of lethal attacks.
  • Karama: With Buddhist beliefs in practice, a spell casted on oneself and others can be created so that an attacker will feel the amount of physical pain that is inflicted upon their opponent, but without the physical damage or mental damage that would be inflicted on the one who has casted it. The effects of spell only lasting for the span of 10 seconds, and can only be repeated after 2 minutes of use.

  • Subjective: A spell based on the philosophical condition upon where the user places themself in an ever shifting range of continuously altering realities that come to fruition within their immediate field of resistance. The result being that they are effectively immune to attacks that will alter their on a fundamental level, and thus, unaffected by even the most powerful forms of matter and energy manipulation. The effects which extending to their abilities.
  • Displacement of Aggression: A defensive maneuver of mystical prominence that will cause an opponent to gradually lose interest in opposing the user, as long as eye contact is maintained over a period of time (typically needing to be at least 5 seconds before it can work). The effectiveness of its use depends on how long eye contact is sustained and how motivated the opponent is to injuring the user. And not being a psychic attack, it is effective even on those with telepathic resistance.
  • Fortitude: As a further manipulation of the healing spell often utilized by himself, Surreal can cast a spell on himself to aid in the matter of his health in any given conflict. Should he be attacked and injured, the spell will allow Surreal's physical health to be reset to precisely what it was before the attack had occurred, if they go for a total of 20 seconds before getting injured once more. The spell however will not work if the health reset will result in worsening the users current condition.
  • Sound of Mind: Through means of analyzing various patterns and logistics in one's environment, the user can actively use this spell to reduce the effectiveness or outright negate the effect of an illusion based spell on themself. In turn, allowing them to see through and overcome perception based magic, or other illusion based abilities. However, the effects of spell will only work if the caster has genuine belief to think that an illusion would be used.
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