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

Types of Offensive Spells

 * Direct Fire - Spells that shoot projectiles that fly in a straight line.
 * Single Homing - Spells that create a single projectile that homes in on the target.
 * Multi Homing - Spells that create multiple projectiles that home in on the target.
 * Area Ballistic - Spells that creat a single ballistic projectile that upon impact damages beings within the area of effect.
 * Weapon Charge - Spells which can be stored in a weapon and later fired at a target.

Fire Attribute

 * Fire Ball - Launches a ball of fire that deals fire damage.
 * Dispel - Dispels a single magical effect with a spherical burst of red light.

Wind Attribute

 * Wind Blade - A wind attribute spell that 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 - A spell that sends sparks throughout the target's body sealing their movement.
 * Fenrir - Charges a players weapon with a bolt of green penetrating lightning which can later be fired at a target. While charged lightning appears to scintillate across the weapons surface.

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.
 * Moonlight Mirror - A high level spell which creates a two way mirror that allows communication between two players. The length of time it can be maintained depends on the time of day, with the longest period being at night and the shortest during the day.

Water Attribute

 * Heal - A low level spell that can be used to heal damage of an ally.
 * Aqua Bind - A binding spell used to restrict the movements of multiple opponents.
 * Ice Knives - A non-tracking offensive spell that creates and launches four sharp ice pillars at a single enemy.
 * Ice Lens - A low level distance viewing spell which creates an ice lens that increases the distance a player can see.
 * Revive - Allows for the resurrection of a player from a Remain Light.

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.
 * Tracer - A tracking spell that summons a small magical creature that follows the target and reports the target's position to the caster. The creature summoned depends on the race of the caster.
 * Hollow Body - A high ranking transparency spell, which requires mastery in both hiding magic and covert actions. Unlike concealment, this spell allows the caster to move while invisible.
 * Retrieve Arrow - A low level bow user exclusive spell which allows the archer to attach a magic thread to an arrow which allows it to pull something that cannot be reached by hand, if the arrow successfully hits the target. The downside of this is that the thread distorts the trajectory of the arrow, lowering the arrows homing value to zero.
 * Butterfly Shield - A high level shield that surrounds the target with a swarm of butterflies. This shield is continually active and decreases the casters MP by a large amount for each attack the shield defends against.

Spell Failure
Any spell chant that is interrupted or mispronounced will result in the Spellword Fumble Effect. This effect results in a large explosion and black smoke which damage the caster.

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, which locates the position of an object with the specified object id and moves towards the item.
 * Generate thermal element. Form element, arrow shape. Fly straight. Discharge: Creates an arrow(s) of fire, that flys forward.
 * Generate cryogenic element. Form element, bird shape. Counter thermal object, discharge: Creates a bird shaped object(s) made of ice, which is (are) meant to counter a thermal object.
 * Inspect entire command list: Grants access to the user to read a list of available commands.
 * ...Enhance armament - The first phase (the «strengthening» phase) of the «armament full control art». It is a command that can range from about 25 to 30 words (the command is custom for each weapon). It can only be used on Divine Instrument class weapons and greatly strengthens the offensive ability of the weapon by unlocking the parameters it inherited from its base material (i.e. the weapons memory). For the command to be effective, the caster needs to imagine the released form of the weapon. The «Life» of the weapon decreases greatly every time the command is used. The general syntax of the command is:
 * Declare a reference of the weapon's memories;
 * Select and modify the required part of the memories;
 * Assign the memories to the weapon to amplify its offensive power.


 * Release recollection - The second phase of the «armament full control art» (the «releasing» phase). This command releases all of the memories of the weapon, unleashing all of its rampant power which might engulf the caster as well. Unlike the other commands, Release Recollection doesn't require one to say the starting phrase, "System Call."

Other commands

 * Weather prediction - A command that allows the caster to predict the weather up to several days or even a week in advance. This is a command that requires a lot of preparation and the exact syntax of the command is unknown.


 * Synthesis Ritual - A supervisor-level command that allows the manipulation of an Underworld resident's Fluctlight and is mainly used in the creation of Integrity Knights. This command can only be used on Fluctlights stored within the Light Cube Cluster, meaning that the ritual is ineffective against real humans. The ritual takes 3 days to be cast due to a large number of parameters that need to be set for the ritual and can only be used on targets within the caster's line of sight. The exact syntax of the command is unknown.

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.