Magic

Magic or spells are features in VRMMORPGs that can create a multitude of effects which can be used to heal allies or attack enemies. This feature is used most notably in ALfheim Online.

In Alfheim Online
Spells in Alfheim are usually based on an element, with each race being specialized to that element and its accompanying magic. The players can cast spells in strange incantations. Though each race can utilize spells of other elements as well, the race will be most proficient in the element that they have an affinity for.

The affinity for elements of each race:
 * Sylph - Wind
 * Undine - Water
 * Salamander - Fire
 * Gnome - Earth
 * Imp - Darkness
 * Spriggan - Illusion
 * Puca - Sound
 * Cait Sith - Beast Taming

Fire Attribute

 * Fire Ball - Launches a ball of fire that deals fire damage.

Wind Attribute

 * Wind Blade - launches a gust of slicing air at an opponent.
 * Concealment - a wind attribute spell that creates an invisible green membrane over the caster and close allies, hiding them from other monsters and players' sight. This spell uses up a large amount of mana when in use and can be nullified with a Searcher spell.
 * Lightning Curtain Seal - it sends sparks throughout the target's body and seals their action, stunning and immobilizing them.

Illusion Attribute

 * Night Vision - a spell that allows the player to see in the dark. Can also be used on other players as well.
 * Transmogrification - a spell that turns the player into a random monster, based on their skills. The end result is usually a weak monster, so this spell is rarely used in combat.
 * Smokescreen - a spell that creates streams of jet black smoke, covering the battlefield.

Darkness Attribute

 * Sacrifice - a high-ranking self-destruct spell that deals a large amount of damage in a large radius, but kills the player in the process. The death penalty after using this spell is several times worse than that of a normal death.
 * Peeping - a spell that summons and attaches a familiar on the target player, allowing the caster to steal a look from the targer's perspective. A debuff icon appears on the target's view for a second when the spell is cast, but can easily be missed by most players.

Water Attribute

 * Heal - A low level spell that can be used to heal damage of an ally.

Earth Attribute

 * Earth Wall - a high level earth-attribute spell that creates an impenetrable wall in a designated area. The wall can only be destroyed with high level magic or if the caster dies.

Miscellaneous

 * Searcher - a penetration spell that can be used in any attribute and helps break through camouflage spells and detect hidden players. When the spell is cast, multiple creatures, like fire lizards or fish, spawn and spread out in the area randomly, nullifying camouflage spells if the creature comes into contact with the hidden player.
 * Hollow Body - a high ranking transperncy spell, which requires mastery in both hiding magic and covert actions. Unlike concealment, this spell allows the caster to move while invisible.

In Underworld
See also: Sacred Arts

Spells in «Underworld» are actually system commands that allow the user to manipulate the game system, although they are regarded as magic by the residents of Underworld (referred to as Sacred Arts by the residents). These commands require a certain level of System Control Authority (SC Authority) and are activated by saying the command in English. All known commands typically start with "System Call" followed by a set of instructions, typically the generation or modification of an "element" or object.

List of commands

 * Lit Small Rod: Causes a small, holdable object to become lit.
 * Transfer Human Unit Durability Right to Left: Transfers the "Life" of a human held by ones Right hand, to a human in ones Left hand.
 * Generate umbra element. Adhere possession. Object ID, [OBJECT ID]. Discharge: Creates an "umbra"/dark element object, that locates the position of an object with the object id specified, and moves towards it.
 * Generate thermal element. Form element, arrow shape. Fly straight. Discharge: Creates an arrow of fire, that flys forward.
 * Generate cryogenic element. Form element, bird shape. Counter thermal object, discharge: Creates a bird shaped object, made of ice, which is meant to counter a thermal object.
 * Inspect entire command list: Grants access to the user to read a list of available commands.
 * - Enhance armament - a long worded command (only the final words are known) that greatly increases the power of the weapon used. This command can only be used on Divine Instrument class weapons.
 * Release recollection - a very high ranking command that activates the special ability of the weapon used. This command can only be used on Divine Instrument class weapons. Unlike the other commands, Release Recollection doesn't require one to say the starting phrase, "System Call."

Sacred Arts Syntax
Depending on the function of a command, a "Sacred Art" may take on a variety of formats. Below is a syntax that is used in most of the offensive and certain other high-ranking commands we are aware of.

"Generate [ element ] element. [ Instructions ]. Discharge." This example is one of the more common formats that a spell might take. Here, an object of an element is created, and is given an instruction. "Discharge" is recognized as the end of the command in this case. Instructions can be any number of things, such as giving an object a shape, (Form element, [ shape ] shape) or dictating its movement. (Fly straight. Counter [ element ] object. Adhere possession, [ Location ])

Even though these commands seem to take on a simple appearance, some commands may span many paragraphs. This was shown, when the Dormitory Supervisor, Azurika, used a "luminous element" object to heal Eugeo's destroyed eye, with a command that likely held a number of complex instructions.

Additionally, there are 5 known elements (8 in existence ), luminous (light), umbra (darkness), thermal (heat) and cryogenic (ice), as well as the existence of a "wind element" has been confirmed.