Le'Gard - The Dark Land
Browse the public spells that belong to this world. Select a card to read more.

The Ultimate Sacrifice is a powerful and ominous spell that activates when a person fails to complete three tasks set forth by the mysterious Tasks Giver, as facilitated by the Tasks Taker. Once the conditions are met, the spell opens a portal to the endless void of the afterlife. Ghostly hands emerge from this portal, reaching out to violently pull the souls of the unfortunate victims into the abyss, leaving behind their lifeless bodies. The portal's dark energy consumes everything in its path, allowing no escape for those ensnared by its grasp. This spell serves as a grim warning, reminding all who encounter it of the consequences of failing to uphold their end of a bargain made with the enigmatic forces that govern the Tasks Giver and Tasks Taker.
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The Time Travel spell allows the wielder to step through a shimmering temporal rift, granting them the power to journey to both the distant future and the forgotten past. Through intense meditation and mana channeling, the caster must have attained a high level of mastery, having focused their magical energies a thousand times prior to attempting this spell. While the number of annual uses is limited to five, the Time Hole created by the spell grants the wielder unfettered access to any point in time and space, enabling them to witness firsthand the unfolding of history or catch a glimpse of what is yet to come. However, the power to traverse the timestream is not to be taken lightly, and the wielder must exercise great caution to avoid disrupting the natural order of events.
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The Absorb Soul spell is a powerful and unsettling incantation, accessible only to the most malevolent of demonic entities. The caster gathers an ominous concentration of dark energy within their palm, which coalesces into a sinister black ray. With a moment's focus, the caster unleashes this ray, which, if it strikes a target, drains the very essence of their life force. The victim's vitality is then siphoned back to the caster, granting them a twisted form of rejuvenation. This abhorrent ritual robs the target of their mortal coil, transferring their stolen soul to the caster's control. Few mortals dare to witness the horrifying spectacle of this spell in action, for it is a testament to the depths of demonic depravity.
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The Cosmic Power: Flashing Star is a remarkable and awe-inspiring spell that transcends the boundaries of conventional magic. This spell is the pinnacle of arcane power, accessible only to the Cosmic Blade archer who has mastered the very essence of the cosmos. For 20 seconds, the archer must focus intently, channeling the raw energy of the stars themselves. When the time is right, they release a single, unstoppable arrow that cannot be blocked by any means. While the archer is vulnerable during this crucial moment, their allies must protect them, for the Flashing Star possesses the power to banish even the darkest of creatures. Those who have faith in the light of the Cosmic God will find their wounds healed by this magnificent spell. Though it comes at no cost, the Flashing Star can only be wielded by the Cosmic Blade archer, and should they fall, the spell will be lost forever.
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Cosmic Power: Eternal Purify is a magnificent spell that unleashes a powerful surge of cosmic energy, enveloping all within its reach. This ultimate support spell grants a brief moment of invulnerability to those it touches, shielding them from the effects of debuffs and cleansing any curses that may have afflicted them. However, the immense magical power required to wield this spell means that the caster, known as a Cosmic Blades, must be protected while they focus their energies. The Cosmic Blades, three ultimate spell casters of the Tower of the Galaxy, are the only ones capable of harnessing this extraordinary ability. Their mastery of the cosmic forces allows them to harness this epic and fantastical power, shielding their allies from harm and granting them a brief respite in the midst of the battle.
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Pure Rages is a spell that allows the caster to harness the raw power of masculinity. Once activated, the caster's muscles grow in size by 30%, while maintaining their flexibility. With each punch landed, there is a 60% chance that the God of Thunder will answer the call, sending a devastating thunderbolt down upon the target's head. This thunderbolt stuns the target for 1 second and deals magic damage equal to 5% of the caster's maximum health points. The power of this spell does not require a cooldown, but the caster must use their bare hands to activate it, making the risk of close-quarters combat high. Though the chance to stun the target is not always guaranteed, the sheer force of the caster's strikes can be overwhelming.
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The Power of the Dragon Lord is a gift bestowed upon the victorious by the King Dragon himself. After defeating this ancient and formidable foe, the victor is imbued with the Dragon's Blood, a potent force that courses through their veins. Whenever a skill is used, this Dragon's Blood activates, purging the wielder of any random debuffs or curses, even those considered "incurable." This cleansing effect is constant, requiring no cooldown period, for the power of the Dragon Lord is ever-present. This boon is a testament to the might of the King Dragon, a creature that has reigned supreme for a millennium, and a symbol of the wielder's triumph over this greatest of monsters. The King Dragon will respawn right after the Dragon's Blood holder's dead.
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Mark of the Storm is a powerful magical ability that harnesses the combined forces of wind and storms. Once you have mastered the intricacies of these elemental energies, they will merge within your mind, unleashing the full potential of your abilities. With every third skill hit on the same enemy, you can mark them with the Wind's Blade, triggering the Mark of the Storm. This mark will detonate after 3 seconds, dealing magical damage equal to 90% of your maximum magical power. The remarkable aspect of this ability is that it does not require a cooldown, as it is triggered by the accumulation of 3 skill hits on the same target. This allows you to wield the destructive power of the storm with unparalleled precision and frequency, overwhelming your foes with the might of the elements.
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When you reach the pinnacle of your martial training, you unlock the secrets of the Blue Shield. This potent ability is imbued with the power of the cosmos, shielding you from harm when your life hangs by a thread. As your health dips below 10% of its maximum, the Cosmic Power surges forth, enveloping you in a radiant blue barrier that deflects all projectiles that dare to cross its threshold. The shield's protection lasts for a brief 20 seconds, allowing you to regain your footing and turn the tide of battle. But beware, the shield's energy is not limitless; it requires a full day's rest to recharge, so you must choose the moment to activate it with utmost care and precision. Do not be misled by the shield's potency, for it is not an invincible bulwark, but a carefully crafted tool to be wielded with wisdom and skill.
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The Earth Bending spell is a powerful manifestation of earth-based magic, granting the caster unparalleled control over the very elements of the earth. Channeling the divine energies of the Earth God, Asu'Tra, this spell empowers the user to manipulate earthen materials with astonishing ease and precision. With Earth Bending, the caster can effortlessly lift and hurl massive earth-based objects, far exceeding the limitations of their own physical strength. Boulders, pillars, and even entire chunks of earth can be wielded as formidable projectiles, unleashed upon foes with devastating force. But the spell's true power lies in the caster's ability to bend and shape the earth itself.
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The Water Bending spell, bestowed upon mortals by the Sea God Hmui'Ni, grants the caster mastery over the flowing element. With a mere gesture, the caster can manipulate nearby bodies of water, shaping them into whips, barriers, or projectiles to be hurled at foes. The spell's power lies in the caster's ability to channel the natural movements of water, rather than creating it from nothing. By attuning to the ebb and flow of the tides, the caster becomes an extension of the sea itself, able to surge forward with devastating force or recede in a defensive maneuver. The water bends to the caster's will, obeying their every command. However, the spell's limitations are clear - without a pre-existing water source, the caster's control is severely restricted.
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The power of the Sun God, Afja'R, courses through your veins, granting you the ability to manipulate the very essence of fire. With a mere thought, you can command the flames, guiding them with your will. You can grasp the fire, shaping it into your desired form, and then release it as a devastating projectile. The fire bends to your will, obeying your every command. However, this spell does have a significant limitation - you cannot create fire from nothing. You can only interact with existing flames, drawing upon their energy and directing it as you see fit. This requires you to have a nearby source of fire, whether it be a campfire, a torch, or even the spark from a flint. Without this external source, your abilities are rendered useless.
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