Neutral

Overview
Neutral magics are the most common type of magics. Nobody has to be born with the gift to learn them, and anyone who puts in enough dedication to these magics are able to learn them, albeit with many many years of study. Its domains are Necromancy, Shadow Magic, Blood Magic, Wards, Holy Magic, Shapeshifting, Conjuration, and Planar Magic. Males who use neutral magic are called 'Wizards', while females who use neutral magic are called 'Witches'.

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Schools
The Neutral tree of magic has the most amount of individual schools of any other tree, numbering 9 schools. Here is a list of the schools available to a Wizard. A wizard may only cast spells from 3 individual schools a month, (If a wizard casts Light, Resistance to Natural and Grease, he will be unable to cast spells from any spells outside of those 3 schools for the rest of the month. The only exception are Universal spells, which do not count towards your '3 schools' whatsoever. If someone casts a spell from Holy Magic, they are unable to cast any spells from Shadow Magic or Necromancy for the month, and vice versa. The list of schools goes as follows;

Wards

Holy Magic

Necromancy

Conjuration

Shadow Magic

Shapeshifting

Enchantment

Planar

Universal

Wards

 * Resistance to Natural - Summons a ward around you that protects you against natural forces

Holy Magic

 * Light - Starts a flash of light in your hand, lighting up to 30 meters
 * Disrupt Undead - Causes an undead to forget its last command, makes them flee in terror at higher tiers
 * Mending - Repairs basic objects
 * Heal Wound - Uses holy magic to mend wounds on a person. Able to heal more serious wounds with higher tiers
 * Purify Food and Water - Removes any mold or natural poison found in food

Necromancy

 * Ghost Sounds - Creates sounds that mimic a ghost's moans. More and more realistic with each tier
 * Touch of Fatigue - A spell that makes the target go weary upon touch
 * Acid Splash - Sends a small orb of acid to collide with a surface, causing acid to splash 1 meter in all directions

Universal

 * Mage Hand - Allows the caster to move small objects using magic
 * Detect Poison - Scans a 50 meter radius for any poisonous objects or poison nearby
 * Detect Magic - Like Detect Poison, except it scans for any magic and magical objects
 * Daze - A bright flash stuns the target for 2 seconds. Extends time with each tier casted
 * Message - Magically sends a message through someone's mind within 100 meters
 * Open/Close - Uses Magic to open and close doors
 * Any useless trick - Self explanatory
 * Withdraw Mana - Allows the caster to draw mana from crystals, but only those who have had mana stored inside of them previously

Wards

 * Reinforce Door or Barricade - Uses magic to hold a door or barricade shut
 * Ward On/Off - Creates a magic ward around the caster to dampen any magic coming their way. Follows the caster around
 * Mage Armor - Encases the caster in solid magic armor, working just like normal armor, but weighing nothing. Increases in toughness with each tier

Holy Magic

 * Light Flash - Creates a bright flash of light. It extends in all directions for 5 meters, blinding everyone, and damaging shadow apparitions, undead, and demons
 * Detect Undead - Like Detect Magic, except it scans for undead in the area
 * Bless Water - Uses holy magic to bless 10 kilograms of water, making it deathly fatal to any vampires, undead, or demons who come in touch with it
 * Shield of Faith - Like Mage Armor, except it has a bonus defense against demons and undead

Necromancy

 * Detect Undead - Like Detect Magic, except it scans for undead in the area
 * Detect Deceased - Like Detect Undead, except it scans for any dead and unresurrected persons in the area

Conjuration

 * Grease - Creates a meter-long and wide puddle of grease, causing any who run through it to slip
 * Conjure Animal Companion - Creates a tiny animal companion to serve by your side
 * Floating Disk - Creates a 3 meter long and wide metallic disk that floats horizontally, capable of supporting up to 200 pounds

Shadow Magic

 * Sleep - Compels the target to sleep for 10 minutes per tier casted. Any damage immediately wakes the target up
 * Curse Water - Uses shadow magic to curse 10 kilograms of water, causing it to weaken any holy and divine spells in the area, and stunning angels if casted with enough power

Enchantment

 * Enchant Weapon - Envelops the weapon with a magical coating, empowering it with any schools aside from Conjuration, Enchantment and Shapechanging. The spell must be something the magic user can already cast (A Wizard can't enchant something with fireball if he wasn't born with the gift). The enchantment can be any spell equal to and below the tier it was casted (I.E a tier 5 enchanted weapon with shadow magic can cause the opponent to go blind upon being hit). Alternatively, positive powers will inflict the spell on the wielder of the blade. Can be removed with Dispel Magic.
 * Enchant Armor - Envelops a piece of equipment with magic, allowing the same principle to apply as Enchant Weapon. Any positive powers enchanted on the armor are permanent until the equipment is destroyed, or it is dispelled. There can not be more than 3 different schools of magic enchanted on a person at a single time. (I.E a person in enchanted armor can not have more than 3 different schools all together connected to his person). Weapons contribute to this. Attempting to do this will cause the wearer to explode in a 10-meter space, sending raw mana equal to the wearer's current amount of mana in all directions. This mana can be collected with Withdraw Mana
 * Truestrike - When casted, causes the striker to have a 75% better chance of hitting its next 2 attacks. Effect is permanent if placed as an enchantment

Universal

 * Identify Magic Item - When casted on a magical item, gives the caster a mental sheet on everything about the item, unless it has been deliberately warded to prevent this
 * Magic Missile - Sends a guided magical arrow at the enemy
 * Alarm - Makes a 5-meter aura that released a loud ringing sound when any "unauthorized" personnel enter it. The caster does not trip this alarm upon walking in
 * Silent Illusion - When casted on a target, creates a silent, unmoving copy
 * Detect Secret Door - Like Detect Deceased, scanning the area for any deliberately hidden doors or other entrances

Wards

 * Invisible Shield - Creates a solid invisible shield around the caster, following him around. Makes him impervious to physical harm for 5 minutes per tier casted
 * Arcane Lock - Creates a magical lock on an object, preventing it from being unlocked by any nonmagical means. Each tier casted gives it resistance to magical means
 * Resist Magic (Type) - Like 'ward', except it only affects a single school, but gives it an increased bonus

Holy Magic

 * Glitterdust - Sprinkles a 10 meter radius around the caster in glowing bright glitter lights, revealing any invisible people in the area, and temporarily blinding any in the area. Undead face first-degree burns when in the area
 * Consecration - Creates a magical circle around the caster, hallowing the ground for 1 hour a tier. Any undead or demons in the area face immense pain and have a chance of being stunned for every minute they are in it. Any demons in this area can be banished immediately
 * Spiritual Weapon - Creates a holy floating blade that strikes at undead and demon targets on its own

Necromancy

 * Command Undead - When used on an undead outside of its master command range, immediately assumes control of the undead
 * Spectral Hand - Creates a spectral hand that follows the caster around, and inflicts targets with either Chill Touch or Touch of Fatigue at random upon touch
 * Ghoul Touch - When touched against the target, immediately stuns the target, and causes any living creatures aside from the caster to become horrified by the stench. Counts as a poison
 * Acid Arrow - Like Magic Arrow except when in contact with the target, eats away at the location of contact like normal acid

Conjuration

 * Conjure Horse - When casted, summons a magical horse to appear at the caster's side, at his command
 * Summon Extraplanar Apparition - When casted, summons a mindless being from another plane at the caster's side, at his command

Shadow Magic

 * Obscure Object - Shrouds an object, making it immune to Identify Magic, or other knowledge-based spells
 * Darkness - Creates a 30 meter-by 30 meter field of supernatural pitch darkness. The caster can see perfectly in this field
 * Blindness/Deafness - When touching a target with this spell, the target faces either blindness or deafness (based on the caster's choice). Lasts 5 hours per tier
 * Invisibility - When casted, the target is made completely invisible by normal eyes, and can only be spotted by other magical means.
 * Deathknell - When casted on a dying or gravely wounded creature, instantly kills it

Enchantment

 * Bear Strength - When casted, gives the user triple his current strength. Lasts for 10 minutes per tier.
 * Fox's Speed - When casted, gives the user double his speed for 10 minutes per tier
 * Owl's Perception - When casted, gives the user double his intellect for 10 minutes per tier

Shapeshifting

 * Alter Form - Allows the caster to change minor parts about him, such as eye color, skin color, hair size, and other minor parts

Universal

 * See Invisibility - When casted, allows the caster to see anyone invisible for 10 minutes per tier
 * Levitate - Allows the caster to float a maximum 1 meter off the ground. He moves with his mind, not by walking. His max speed can not exceed his jogging speed. Lasts 10 minutes per tier
 * Shatter Glass - All glass in a 30 meter radius shatters due to an unhearable sonic blast.
 * Locate Object - When casted with an object previously encountered in mind, 50 meters around the caster is scanned for the object in mind
 * Blur - Forces the target's vision to blur for 10 minutes per level
 * Force Open Door/Chest - When casted, rips open a door or chest, regardless of lock. Can override Arcane Lock if the tier is higher
 * Zone of Truth - When casted, everyone, including the caster, is unable to lie. The zone is 50 meters by 50 meters
 * Comprehend Language - Allows the caster to comprehend any language he knows exist and is native to his plane, although can not speak it.

Wards

 * Dispel Magic - Attempts to remove any magical enchantments or auras in an object or area. Only works if casted at a tier higher then the spell it is trying to remove was casted
 * Magic Circle On/Off - Like Ward, except it has a 5 meter by 5 meter radius, and has greater power. It is stationary
 * Nondetection - Allows the caster to not be heard unless by choice

Holy Magic

 * Stop Undead - Forces any undead to stop moving as if they had run into a wall. No damage is dealt, however they are stunned
 * Remove Curse - Removes any curse below the tier in which this spell is casted in
 * Remove Disease - Like Remove Curse, except it is for disease instead of a curse
 * Daylight - Sends a beam of sunlight-like blast at a target, blinding them upon contact, and dealing heavy damage to undead or demons

Necromancy

 * Stop Undead - Forces any undead to stop moving as if they had run into a wall. No damage is dealt, however they are stunned
 * Corpse Preservation - Preserves the corpse perfectly for 10 years per tier. When no longer preserved, the corpse will decay at a normal rate. The corpse will be preserved at its current stage of decay
 * Ray of Exhaustion - Fires a beam at a target, causing them to stumble and grow extremely weak for as long as they're in the ray. Prolonged exposure causes them to collapse
 * Speak with Dead - Allows the caster to speak with any non-undead corpses in the area. Nobody can hear this dialogue except for the caster

Conjuration

 * Summon Shelter - Summons a magical opaque shelter capable of holding 2 people. Lasts 1 week per tier

Blood Magic

 * Vampiric Touch - When touching a target, life is stolen from the target, and gifted to the caster. This can continue until the target dies

Shadow Magic

 * Invisibility Sphere - Creates a 10 meter sphere, anyone inside of the sphere is invisible, the sphere can move with the caster or be stationary. It is completely transparent

Shapeshifting

 * Gaseous Form - Allows the caster to take the form of a small barely-visible orb of gas

Universal

 * Arcane Sight - Allows the caster to see everything for what it really is for 30 minutes per tier
 * Tongues - Allows the caster to speak any language that he knows exists, and is native to his plane, that he chooses.
 * Hold Person - Holds the person still using magic
 * Deposit Mana - Allows the caster to put in any of his own mana inside of a crystal, storing it with his magic. The crystal's size judges how much mana can be stored inside of the crystal
 * Create Food and Water - Summons food and water from thin air, it either appears in front of the caster or in any bags he owns

Wards

 * Dome of Magic Invulnerability - When casted, creates a small sphere capable of fitting one person that is stationary. While inside, any magic equal to or below the tier in which the dome was casted has absolutely no effect on anyone in the dome. The dome can be moved in and out of freely
 * Resilient Sphere - Like Dome of Magic Invulnerability except it is completely solid, has no effect on magic, and is invulnerable to physical attacks. Can only be removed by the caster's will
 * Death Ward - Prevents any spells that would otherwise instantly kill the caster

Holy Magic

 * Discern Lies - Able to tell if the target is lying or not
 * Divine Empowerment - A mix between Bear's Endurance, Fox's Speed, and Owl's Perception, lesser in every way to one of those, but allows the caster to have all 3

Necromancy

 * Animate Dead - Causes the deceased target to get up and begin walking around as if it were alive. It is completely mindless and may attack anyone unless a Control Dead spell is cast on it
 * Contagion - Casts any non-terminal sickness on a single target that is unwarded
 * Bestow Curse - Bestows a non-terminal curse on a target that is unwarded

Conjuration

 * Arcane Eye - Creates a floating eye that hovers by the caster. It has Arcane Sight for all intents and purposes. The caster can look through this eye at will

Shadow Magic

 * Black Tentacles - Creates 7 5-meter long tentacles that can be barbed or not, who will either impale targets, grab them and attempt to rip them in half, or other acts. The tentacles can easily be cut off by any sharp object, removing them from existence. Higher tiers increase the amount of tentacles and their length, as well as their strength
 * Shadow Conjuration - Mimics any conjuration, except it takes a black form. It has all of the abilities of the conjuration it mimics
 * Bestow Curse - Bestows a non-terminal curse on a target that is unwarded

Shapeshifting

 * Polymorph - Changes a willing target into a creature equal to or less than the mass of the target

Universal

 * Detect Scrying - Able to detect if there is a target attempting to scry him
 * Locate Creature - Like detect object, except it is for creatures
 * Scrying - Allows the caster to spy on any target he or she has previously encountered. Does not work outside of their plane

Wards

 * Wall of Force - Creates an invisible wall that is 20 meters wide, and 10 meters tall. It acts like any other physical object, and is impervious to physical harm. Can only be dispelled by the caster's will

Holy Magic

 * Commune with Divine - Allows the caster to speak with any creature who is divine in nature
 * Hallow Ground - 70 meter by 70 meter area around the caster is hallowed. This affect acts like a permanent consecration, and can not be broken unless removed

Necromancy

 * Blight - Upon touching the target, effects the target with a terminal disease of the caster's choice. This only works when touching bare skin. Extreme pain is inflicted on the target as he dies, and upon dying, his corpse is automatically animated and put under the service of the caster. Also automatically animates any dead the necromancer comes in contact with
 * Waves of Fatigue - Like Touch of Fatigue, except makes a 15 meter long cone that affects all within the waves
 * Slay Living - Upon touching a target, instantly kills them. They are unable to be animated upon their death, but can be resurrected

Conjuration

 * Unsummon - Able to unsummon any conjuration you control, or any conjuration below or equal to the tier in which this one was casted

Shadow Magic

 * Steal Mana - Allows the caster to rip the mana out of the target, stealing his mana reserves and adding to the caster's
 * Nightmare - Sends a shadowy apparition into a sleeping target's mind, causing a severely distressing nightmare to instantly interrupt any dream he or she was previously having. The target will wake up feared 2 minutes after the nightmare begins. Can make a target go insane if casted at higher tiers

Shapeshifting

 * Forced Polymorph - Like Polymorph, except the target does not have to be willing

Universal

 * Telepathic Bond - When used with one other willing target, allows them both to telepathically talk to each other. Their dialogue is not heard by anyone except for the people with the bond. A person can not have more than one bond.
 * Telekinesis - A greater version of Mage Hand
 * Convert Mana to Lifeforce - Converts magic stored either within yourself or in a crystal into life force. This has the ability to restore youth and to counter Drain Life

Wards

 * Guard Wall - Summons a field around the caster, following him, that is made up of every ward the caster has access to
 * Repulsion - Erects an invisible field around the caster that follows him. Anyone who tries breaching this field is pushed back in an effect similar to Wall of Force

Holy Magic

 * Undeath to Death - Forces the undead target to immediately go limp and become a normal corpse so long as the tier in which this spell was casted is greater than the tier in which the undead was animated

Necromancy

 * Circle of Death - Similar to Magic Circle, except anyone who attempts to move in will die instantly
 * Create True Undead - Modifies an existing animated corpse so that it will become a Ghoul, Gheist, or other advanced type of undead. Does not work to create death knights or any large undead creature
 * Undeath to Death - Forces the undead target to immediately go limp and become a normal corpse so long as the tier in which this spell was casted is greater than the tier in which the undead was animated
 * Acid Fog - Similar to other fog spells, except upon entering it, the user's flesh and equipment is slowly burnt away from acid. If left for too long, the target will become die, being a skeleton

Conjuration

 * Illusionary Copy - Creates a copy of the target or caster that mimics him or her as best as the caster can make it
 * Wall of Iron - Creates a solid 3 meter thick, 20 meter wide, and 10 meter tall wall of pure iron
 * Summon Flying Steed - Creates a magical flying steed that can carry 2 passengers. Takes the form of a pegasi, griffon, or small wyvern

Shapeshifting

 * Transformation - Makes the caster turn into any creature so long as its mass is not double the caster's

Universal

 * Disintegrate - Summons a slow-moving ball that, when it hits the target, annihilates him completely
 * Teleport - Teleports the caster 400 feet per tier instantly

Wards

 * Spell Mirror - When the ward is up, any spells sent against the caster will also have it be reflected at the offender at half-power

Necromancy

 * Force Undead Control - Allows the caster to assume control of any undead, whether they are already enthralled or not, from any other target assuming the tier in which this is casted is greater than the tier in which control over the undead was enforced
 * Finger of Death - Unlike Slay Living, the target can be touched anywhere, not just the bare skin. Otherwise similar affects still apply
 * Waves of Exhaustion - Like Waves of Fatigue, but its affects are like Waves of Exhaustion

Conjuration

 * Mage's Sword - Creates a magical floating blade of any school or element that attacks the target on its own

Shadow Magic

 * Sequester - This spell prevents any knowledge-based spells (Such as Scrying) from affecting the target, or the caster
 * Phase Door - Creates a door on a solid physical surface, allowing the caster to move through the wall via door
 * Phantasmal Killer - Creates a shadowy humanoid that will hunt down any one person or creature the caster has in mind, as long as the target exists in their plane. It can be dispelled by any Dispel Magic or Unsummon spell by anyone, regardless of tier. However, the Phantasmal Killer is invisible and inaudible until the 2 seconds before it is about to attack. Upon killing its target, it will remove itself from existence, and finger, toe, or eyeball of the target will be teleported in the caster's palm to signify their target's demise

Planar

 * Planar Contact - Allows the target to speak with one humanoid or creature from outside of the caster's plane
 * Bind Extradimensional Being - Allows the caster to bind any being not native to his or her plane to his will, assuming the tier he casts this is high enough

Universal

 * Teleport Object - Similar to Teleport, except it teleports any object not currently in the caster's possession, so long as the caster has sight of it

Wards

 * Mind Wall - Prevents any mind altering affects that are attempted on the caster
 * Spell Protection - When activated, gives the caster complete immunity to one spell of his or her choice. This can only be done to one spell at a time

Holy Magic

 * Resurrection - Brings a dead creature of person native to the caster's plain that has died less then an hour back to life normally. It loses memory of all events a week prior to its death, and its death
 * Holy Aura - Like Consecration, except it follows the caster around at all times
 * Destroy Undead - Immediately destroys any undead that have been created at a tier lower then which this one is casted

Necromancy

 * Create Greater Undead - It alters any advanced undead further, allowing it to become an Abomination, Bone Lord, or Lich
 * Horrid Withering - Similar to Hallow, except anyone who moves within the ground slowly dies a painful death.
 * Trap Soul - If in possession of a crystal, forces a target's dying soul to enter the crystal. From there mana can be extracted via Steal Mana. If the crystal is destroyed, the soul is immediately sent free

Conjuration

 * Clone - Creates an exact, unaltered copy of the caster or target, and it will be in a death-like stillness until the original dies. The soul of the dead original will immediately seal itself in the clone, and the person will continue to keep living. There can only be one inactive clone per person, however this can be as many times as the caster wants

Shapeshifting

 * Polymorph an Object - Changes any object into another object

Planar

 * Planar Lock - Prevents Planar Travel for a day per tier casted
 * Temporal Stasis - Causes the target to move at half his speed
 * Maze - Teleports the target into a maze-like plane where he will remain for 10 minutes per tier. By the end of these 10 minutes he will return to where he was previously teleported from. Minotaurs are immune to this spell

Wards

 * Freedom - Makes the target immune to any affects that are movement-impairing or otherwise restricting
 * Mage's Disjunction - Everywhere in a 20 meter radius around the caster save for the caster and the caster's equipment, loses any enchantments may have, and any people in the radius permanently lose any mana they currently have. Any conjurations, including clones are immediately removed from annihilated, or placed back to their original plane.

Holy Magic

 * Destroy Greater Undead - Similar to Destroy Undead, except affects greater undead

Necromancy

 * Wail of the Banshee - Emits a shrieking magic wail that kills anyone who hears it instantly save for the caster

Shapeshifting

 * Ultimate Formchange - Allows the caster to turn into any creature of any mass that exists in his or her plane

Shadow Magic

 * Shades - Causes the area within a 100-meter radius to darken as if there was a tint on the sun. This lasts for 3 days per tier casted

Planar

 * Planar Rift - Creates a temporary portal that allows the caster and anyone else to move through it. It lasts for 1 hour per tier casted
 * Ethereal Form - Makes the caster ethereal. Any magic or physical damage does not work on the caster while he is in his ethereal state. At the same time, the caster can not do anything short of movements. He moves through any person, and is too weak to lift any object. This lasts as long as the caster wants
 * Timestop - Anyone in a 10 meter radius around the caster is frozen in time. The amount of time they are frozen is randomized beyond the caster's knowledge

Universal

 * Mana Collection - Allows the Caster to take mana from any living thing, while not stealing it. The mana is duplicated, so the target is not truly affected

Wards

 * Planar Cuirass - Surrounds the entire plane in a ward of the caster's choice
 * Manapurge - Performs a spell similar to Mage's Disjunction, its range is the equivelant to a whole map

Holy Magic

 * Regional Light - Bathes a map-sized area in nonstop daylight. This lasts as long as the caster wants
 * Regional Undead Purge - Immediately destroys all undead and greater undead in a map-sized area

Necromancy

 * Regional Decay - Performs an affect similar to Horrid Withering except in an immense map-sized area
 * Regional Undead Control - Immediately assumes control of all undead, greater and otherwise under the control of the caster in a map-sized area. Any deceased that have died within 1 month also animate, under the thrall of the caster.

Conjuration

 * Create Demiplane - Creates a map-sized area in the middle of the void that the caster can do whatever he chooses with it

Shadow Magic

 * Shadow Legion - Creates 200 figures similar to Phantasmal Killers. The are under the command of the caster and are immune to all physical attacks. Upon killing targets, they will not be removed, only removing when the caster wills it, or are destroyed by other means
 * Regional Darkness - Covers a map-sized area in eternal darkness, everywhere is considered low-light vision. Any lights currently on at the time of this casting are immediately turned off. This lasts as long as the caster wants

Shapeshifting

 * Mastery of Form Changing - Prevents the caster from losing his or her sanity from shapeshifting

Planar

 * Create Demiplane - Creates a map-sized area in the middle of the void that the caster can do whatever he chooses with it
 * Link Planes - Creates a gate that permanently links two planes together, allowing its denizens to travel to and fro
 * Impair Timeline - Similar to Timestop except it effects the entire region. Anyone entering in said region will be unaffected, so long as they weren't in the radius.

Universal

 * Create Mana - Creates mana from thin air! You can cast infinite spells!